So I thought a thread to directly discuss peoples first observations and impressions now some people have gotten hold of copies, and to ask questions to those who have it ect ect.
First impressions for moi;
Feel of the game
I love how cinematic it feels. The ships slowing crawling to each other, with fighter screens in front. Slowly positioning takes form, and then BOOM - Surging forwards with your fighter line to throw chaos into the opponents, and your ships opening up to each other titanically. Even how ships drift apart after a few desperately exchanged volleys, which will be great with more ships to trial with.
I also like how punishing it can be if you don't plan properly. The first game I played, the VSD got a point blank volley with two arcs into a Corvette, practically obliterating it (And then it got finished off by Tie's), but spent the rest of the game being poked in the rear by the Nebulon whilst it and and X-Wings moped up the Tie's in short order, due to it mis-positioning after that. It's definately a case of easy to learn, hard to master.
Gameplay itself;
Whilst I've not played a game with the Objectives yet (Only the L2P, and then a 180 game without objectives just to try a few things), having initiative seems Huuuuuge. It really changes how you plan your turns, at least in the core set, maybe this will lessen especially with objectives involved to balance it out. But it's really going to force different playstyles in each fleet just down to that.
There's a really handy appendix/glossary included which solves a lot of issues of clarity with rules, which is lovely as well. And the rules themselves seem pretty intuitive once you start playing with it.
Oh, and fighters really need the command to be useful as anything other than a tarpit.
How the fleets and such feel;
The stuff in the core set does a good job at making things feel very unique. The Star Destroyer is like this big lumbering cannon that needs careful pointing to get it to do anything, and whilst it'll eat anything in front of it, it can't react worth a ****.
The Corvette A needs to be used with caution since it'll die quickly, and if you commit too early you'll general meet death by turbo-laser. It'll definately be better in pairs, where you can take advantage of it being the fastest and most maneuverable of the core set ships.
The Nebulon Escort frigate; Depending on how relevent fighters wind up being, this may become a must have ship. Two anti fighter dice is really really good. Especially since it's anti ship feels really underwhelming in comparison.
Tie Fighters - They are disruptive chaff/tarpit. Like, they are terrible in a 1v1 versus an X-Wing, but in pairs they are incredibly strong (Since, turning 6 dice to 8 dice is really good thanks to swarm). I found it effective to send one in to try and engage as many squadrons as possible, and then gang up with the others to try and get and maintain a numbers advantage. They feel pretty ineffective against ships as well, so really you'll be using them either to delay fighters, or gang up on them.
X-Wings - As of yet, I'm a little undecided of them. I feel like they are meant to be the major part of the Rebels damage in the core set, but I've never actually been able to use them to direct attack the VSD, since Tie's are a pain. They are pretty good anti fighter though. And given I can't remember the stats of the other fighters, they'll probably stay that way.
Since I don't want to make this too wordy, I'll post more stuff that I discover after I've played a couple more games. I will say that there's about half a dozen upgrades that we've not had previewed in the Core Set. One of which is a little insane in theory. But I shall save that suprise for when ya'll get your own copies