eh, I don't think people are over-estimating the A (unless they're planning on using it as a dedicated bomber)
speed is huge considering how squadron commands work, and currently the A-wing is the only squadron that can outpace a tie (or match up, since everything else is speed 3 or a B-wing) which means it's the only squadron that can "outrange" fighters and kill/engage before they start hitting your slow stuff. 4 health and counter do the rest.
Anti-squadron dice are only really going to come into play against Gladiator IIs or rebel mirrors. Any other star destroyer taking one die potshots at your As has nothing better to do, which is far preferable to what it could be doing to your capital ships ![]()
so yeah, As are what they normally are in star wars: anti-fighters (Except in x-wing minis where everything has to be anti-fighter). They intercept enemy squadrons to get them out of your hair, and the fact that they may do some ancillary damage to cap ships is just a slight bonus.
The other reb ships are slower and tankier and will figure into playstyles that can take advantage of them (Gallant Haven, anyone?). Otherwise, though, if you need something to check enemy squadrons specifically, I don't think you can do better than A-wings.
Edited by ficklegreendice