I was just messing around and came up with this list:
Wild Space Fringer, Intel Agent, Ion Cannon, Tactical Jammer 35
Rookie Pilot, R3A2 23
Rookie Pilot 21
Rookie Pilot 21
Total 100
The Fringer initially uses the Ion Cannon as a firepower upgrade and a control mechanism combined with R3A2 to let the Rookies hammer it. Once things get close the Fringer can use Intel Agent to block stuff and the Jammer to help protect the X-wings, as well as getting a decent attack with its primary. The Rookies mostly just do what X-wings do, and shoot stuff. Plenty of firepower, 25 AGI2 hit points, decent blocking, and a bit of control. Any major weaknesses, any good changes I'm overlooking?
Alternative:
Eaden Vrill, Tactical Jammer 33
Tarn Mison, R3A2 25
Rookie Pilot 21
Rookie Pilot 21
100 points
This would give up the Ion Cannon and Intel Agent aided blocking shenanigans for extra firepower in the form of Vrill and Tarn. Tarn would fire first, giving something stress, then Vrill would get an extra die. A (sometimes) 3 dice turret + 3 Attack-3 guns is sort of cool. They can shoot at AGI 3 Tarn through Vrill, giving him a TL, or they can shoot at Vrill, who's much tougher for the points. I think I like the first list better for the Ion Cannon and blocking, but I could see either being decent.