So, this is to flesh out an idea I dropped in the main forum. Here's the fleet:
Strategy: 9 pts under. Take hyperspace assault, either superior positions or minefields, and either most wanted or opening salvo.
This fleet will work best against a VSD heavy fleet. The strategy is the same no matter the objective. The a-wings are just there to keep squadrons off your AFs. Keep them close to Gallant Haven if possible. Both ships try to stay out at range. One AF has x17 lasers to help negate that damned redirect the VSD's and gladiators love so much. Intel officer shuts down a defence token of your choosing (unless he wants to spend it, discarding it. All the better.) The x17's job is to punch through the shields of a side or rear hull, while the other AF follows up with its XX9 lasers on bare hull, dealing two faceup dmg cards on a crit. The frigates have the range and agility to dictate the range of the battle. If he has gladiators though, those things need to die first. You should be able to stay out of range of the VSDs if present while you do so.
As for fighters, notice the AF A has two anti-squad dice. Coupled with gunnery team, you can shoot at you primary ship target and any fighters in that same arc as well. Between that and the awings, most TIEs will get shredded.
Weaknesses: I can see gladiators being a problem, as they have the speed and agility to get in close range and vomit black dice all over the AF's face. Also, mass TIEs could overwhelm the the anti-squadron armaments, and there is only so much 3 A-wing squads can do. And of course, getting unfavorable objectives is always bad (hence the 9 pt underbid.)