http://www.winterdyne.co.uk/maz/xwing_rules.pdf
This is the Big Shed's campaign rules. Now up to version 1.0, where we're really in need of a lot more players to test it further. We've run with a core 5 players with another dropping in and out, and have played something in the regions of 20 matches now. Lots of fun, but we're starting to see where things are going (our best players look like they'll win).
Brief features:
Minimal book-keeping (just a roster and optionally a bounty board).
Suitable for drop-in/drop-out play (no 'campaign turns', no maps/territories).
Suitable for mirror matching.
Includes very simple pilot progression and ship repairing.
Includes hyperspace rules and upgrades for 'running the f*** away' and stopping said running.
Rewards the aforementioned running away over staying in a losing situation.
Rewards winning more.
Good strong story feel, and attachment to favourite ships / squadrons.
Includes 10 missions, mostly based on FFG's, with rewards tailored for the missions.
Up to date for Wave 7 & Imperial Raider (barring additions to 'fleet limited cards' list).
Please, have a read through, see what you like or don't and feed back; it'll help grow the ruleset.