So, one thing I haven't seen discussed before is how to maximize the second shot. I can think of a few different ways, all of which have some sort of draw back, but I figured I'd talk through them and see if we can come to a consensus on the best things to try out first. For the moment, I'm going to be discussing Rebel Y wings and Ion Cannon Turrets, as the requirement for a focus on the blaster (in addition to a second shot) and the R1 forward arc of the autoblaster make them seem inferior.
First off, there's are free actions/tokens. This can come from multiple sources: Garven, Kyle, Squad Leader, Lando, Dutch, Airen. These could be useful, but you have to sit and wonder - if I'm going to be giving a second action to someone, would I rather give the 2 attack dice Y wing a second action, or someone with a bit more punch? As such, I would think the opportunity cost of giving a TL to a Y wing would be too high.
2) You could take R2-D6 and your own EPT and stack your own modifers that way. PTL, Marks, and Predator come to mind, though outmaneuver might not be a bad one either. But if you go with PTL, then you're left going 1 or 2 straight (or having a wingman), so that doesn't seem reasonable. Outmaneuver is interesting and would depend on how big of a threat the Y wing is perceived, but my guess is with the shoddy dial that it has, this won't be too good of an EPT. Which brings us to Marks and Predator - neither stress you, and both modify both attacks. Marksmanship's crit will be wasted on the ion, but it still counts as a focus result, so it might be worth something. And predator doesn't require an action, but you'll get to reroll two dice total, in addition to your normal focus action. This sounds promising too.
c. Experimental Interface + R7-T1. This is an interesting combo. You can take a focus, and then activate R7-T1 off of EI to boost and get a TL. This could actually be useful for closing to R1 for the autoblaster turret, but could work with the ion turret as well. The problem I foresee with this is obviously the stress aspect, but with a free boost, that can be mitigated a bit by altering your heading in the action phase instead of the maneuver phase.
iv. R5-K6. Perhaps the least elegant solution is to just try to reacquire your target lock. This card has been useless since day one, but perhaps the ability to potentially gain two free TLs in one turn makes it worth it?