So I have constructed two escalation lists for teaching new players X-wing. I based it on the core sett, but you will need a few more ships than that. It's splitt into four rounds and gradually introduces new ellements for the new guy to learn and master.
Round 1:
Imperial: 25pts
1x Academy pilot (Tie Fighter).
1x Obsidian squadron (Tie Fighter).
Rebels: 21pts
1x Rookie pilot (X-wing)
Idea: Basic barebones X-wing for learning what stuff is.
Round 2:
Imperial: 46pts
1x Academy pilot (Tie Fighter).
1x Obsidian squadron (Tie Fighter).
1x Saber Squadron (Tie Interceptor).
Rebels: 43pts
1x Rookie pilot (X-wing)
1x Blue Squadron (B-wing)
Idea: Basic X-wing that also introduce ships with new says to move.
Round 3:
Imperial: 49pts
1x Academy pilot (Tie Fighter).
1x Obsidian squadron (Tie Fighter).
1x Saber Squadron (Tie Interceptor) + Push the limit.
Rebels: 50pts
1x Rookie pilot (X-wing) + R2-D2
1x Blue Squadron (B-wing) + Advanced sensors
Idea: Introducing and showcasing how upgrades can transform and enhance various ships.
Round 4:
Imperial: 100pts
3x Academy pilot (Tie Fighter).
1x Backstabber (Tie Fighter).
2x Saber Squadron (Tie Interceptor) + Push the limit.
Rebels: 100pts
1x Rookie pilot (X-wing)
1x Bigs Darklighter (X-wing) + R2-D2
2x Blue Squadron (B-wing) + Advanced sensors
Idea: Fully fledged lists with ships the player should now know and be familiar with. As well as introducing pilot powers.
I'm not a 100% sure about how good the imperial list is in showcasing the difference in their ships, or how balanced it is toward the rebel list.
I also have no idea when to introduce asteroids. Although it should either be at the end when the new player has started understanding movement. Or early so that they will learn to live with them right out the door.