I discovered that, if you zoom in to 800% on the last page of the Learn to Play Rules, you can read the text of two previously-unspoiled upgrade cards. Here they are:
Weapons Liason
Officer
Before you reveal a command, you may spend 1 command token to change that command to a [Concentrate Fire] or [squadron] command.
3 points
Nav Team
Support Team
[Navigate]: Your [Navigate] tokens can either change your speed or increase 1 yaw value by 1.
4 points
The Weapons Liason (usable on all Wave One ships) lets you work around the disadvantage of a 3-command ship. You can plan most of your commands as Repair and Navigate, but when you wish that you had chosen Concentrate Fire or Squadron instead, you can spend a banked token to make the change. This has high synergy with Grand Moff Tarkin and Garm Bel Iblis, both of whom give you bonus tokens to feed to your Weapons Liason. Also, the low price of 3 points makes it easy to squeeze in (although that is the point difference between a TIE Fighter and a TIE Interceptor -- which one benefits you more?).
The Nav Team (usable on the CR90, Neb B, and Gladiator) allows for some highly maneuverable shenanigans. You can bank a Navigate token on turn one, and then in the future you are able to pull off one crazy turn with a Navigate command: change speed by 1 and get 2 extra yaw. This could let you hit the accelerator (or slam on the breaks) on a Gladiator and line up a perfect front/broadside blast, or wiggle a Nebulon B around so that its front is facing the biggest threat, or pull off a really big bank in a Corvette (6 total yaw at speed 4, i.e. turn 135 degrees in a single turn--almost a K-turn!). So, is it worth it to spend 4 points to pull off one of these otherwise-impossible maneuvers once or twice in a match? In the right list, it could be good (or fun, at least).