I've been an advocate for the TIE Defender since not long after it was released. I think it has a combination of traits that are odd, but pretty strong if used correctly. Consequently I'm going to try and run a pair of Defenders in an upcoming Store Championship, and hopefully Regionals if schedule allows. The fist step, however, will be to give it a run at a small local tournament. This will do a couple of things. First, it will let me give it a go in a quasi-competitive environment. Second, this tournament crowd isn't keyed too much on the "meta", so it will let me have a go at some versatile, solid lists that I haven't thought up myself. Finally, I'm posting this here to keep myself honest. If I get destroyed in this tournament, I'll post about that. I don't want only to talk about my pet list if it wins.
The list I'll be using:
Rexler Brath 37, Veteran Instincts 1, HLC 7, Ion Pulse Missile 3, Shield Upgrade 4 = 52
Colonel Vessery 35, Decoy 2, HLC 7, Shield Upgrade 4 = 48
Both are obviously damage dealers, but Vessery typically does a bit more. Rex is there to hunt hyper-mobile ships and big ships. Both can take a couple punches and keep rocking.
Shield Upgrade: In play testing, I found that the extra shield let me be more aggressive than the Engine Upgrade. This list is decent at outmaneuvering things because of the K-turn, and Defenders are tough enough that arc dodging doesn't have the same urgency as with Interceptors. It also gives me more opportunities to really sell out on an attack because I know I've got the defenses to handle the return fire.
Veteran Instincts: This gives me a phantom counter that would be absent otherwise, it also lets me get a Target Lock against high PS stuff early which brings Vessery's ability into play sooner. Finally, combined with the Ion Pulse Missile, ships (especially big ones) have to be a little more careful to avoid edges and asteroids, because they never know when they move if an Ion Pulse Missile will be pointed at them.
Decoy: Aside from the obvious benefit of putting Rex's ability into play easier, it also has a big defensive advantage. Whichever ship I want to protect more fires last, so I know if I'll need to spend my Focus on defense from their higher PS pilots. This is a surprisingly useful feature of this card. Additionally, if HP is very low on one of the pilots, I'll have him fire at PS 10 to make sure the shot happens.
HLCs: Need no explanation.
Overall Strategy: Typically, I'll want to go for the enemy main ship and combine fire, then mop up with whichever ship is left (if not both). If for some reason it looks like it will be difficult to take out the main ship in 60 minutes (some super-turtle falcon build or something), I can go for the support and be pretty confident that neither of my ships will drop.