I must say I'm dissappointed with this for a few reasons.
I'll bite.
1) If the Phantom was fundamentally unbalanced, then why are we not all flying phantoms?
The Phantom caused a Meta shift in competitive play that was above and beyond what any other ship has managed. A lot of players, and apparently the developers too, believe it was negatively affecting the game.
2) If the Phantom was fundementally unbalanced, then why did last year's "World" go to a fat Han, which would have also had to beat a bunch of squadrons that did not include Phantoms. So will the next FAQ include a rule to neutralise the fat Han?
Fat Han has been so prevalent because it is a reliable Phantom counter. Also X wing is balanced enough that even an unbalanced ship isn't an I win button, skill and dice will always be a factor. The phantom pushed a bunch of lists out of the competitive arena; but Fat Han was not one of them.
3) This rule change has come out after the community has already found a number of counters for Phantoms, such as fat Han and high Pilot Skill turretted ships, making the Phantom a priority target, Heavy Laser Cannons, Nera with Adv Prot Torp + Recon Spec + Deadeye, Ten Numb with Mangler, etc, all of which have worked for me in the past.
One of the issues with the Phantom is that one was forced into having a counter for this one ship specifically. Naturally with x wing's creative player base many counters were developed, the unfortunate part is that it is that a counter for this one ship had to be included to have a chance in tournaments.
4) No corresponding reduction to the Phantom's cost for what is a pretty serious loss in capability.
An 84 (86?) point 2 phantom list won a tournament. It is pretty obvious to most people that the Phantom was seriously under costed compared to other ships.
This isn't much of a nerf to the ship's maneuverability, it just requires more skill to get the same performance out of it. Now one has to actually guess where your opponent is going rather than always being able to make his or her decision the wrong one.
5) but I think the biggest factor is that: if this was so fundamentally broken, as the need for this rule suggests it is, then why has it taken so long for something to be done about it? Instead, we have all had to learn and start playing it one way, and now we all have to learn a new way, which will only lead to confusion. It's like some drunk at the wheel that has let the car drift too far one way, and now they have tried to correct it, but instead, over-steared back the other way, with obvious consequences.
I feel this is an elegant solution to a problem in the game, I for one am glad they didn't rush into a "fix" that would do more harm than good. What they did is not cripple a ship but instead get it to break less fundamental mechanics of the system.
I believe the FFG designers did err, but have shown that they are willing an able to correct their mistakes with well thought out and balanced changes.
At least the owner of this rule change will get exactly what they want, there will be far less phantoms out there from now on. I hope they are happy with this. I'm not.
The phantoms you do see will be scary because the folks flying them will be the one's who have compensated for the change and know how to be successful with it. It's still an extremely good ship. Players who needed it's ability to always make their opponents dial choices retroactively wrong in order to win will certainly be more challenged with the rule change, but it hardly makes the phantom a poor choice.
Edited by JFunk