I'd do a suite of minor changes and buffs/tweaks:
1 - Integrated Cannons. Modification, TIE Defender Only. 0 points. When you equip a Cannon upgrade, you may reduce the cost of the upgrade by 3, to a minimum of 0.
[This gives the TIE Defender a bit of a break on cannons, which are pretty much the main reason to take them right now, while being very flavorful, as the Ion Cannon is 3 points, and this would give them a free one.]
2 - Improved Guidance Package. Modification. 2 points. When a Missile or Torpedo secondary weapon requires you to spend a token to make an attack, you may gain the benefits of that token as if you had spent it to modify the dice for that attack.
[This improves all ordnance, without unduly punishing Homing Missiles, since those already don't spend the token to fire the weapon, allowing you to save the 2 points when you bring those along.]
3 - Slave 1. Title. 0 points. Add an Illicit Upgrade Slot to your upgrade bar.
[being unique, this would be an either/or with the existing Slave 1 title. It would also give the Empire unique access to illicit upgrades, but only once, on one ship.]
4 - Logistics Specialist. Crew. 3 points. So long as this crew is in play, any secondary weapons that you use on any friendly ship that require you to discard the card may instead assign this ship a stress token.
[This allows ordnance to have repeated shots, but it comes at a cost to whichever ship you are bringing the Logistics Specialist aboard.]
5 - T65-BR. Title. X-wing only. 2 points. Add a System Upgrade slot to your upgrade bar.
[This gives the aging X-wing a few more options. It was, according to Wookieepedia, relatively common later on for the old T-65s, which had been replaced by newer models in main combat roles, to be converted to the Recon version with boosted sensor arrays in the nose.]
