I've been going through the damage deck lately and giving it some thought.
One of the dissatisfying questions that will (probably) never be resolved is the question, "why don't we have any cards that work like Munitions Failure, but for Crew/System/Astromech/etc. upgrades?"
Or how about the "Damaged Engine" crit, which has no effect on the Lambda Shuttle (its only turn maneuver was already red!)?
Crits represent an aspect of the game that can be situationally devastating or trivial. Which probably shouldn't be the case.
But, of course, the problem is that the designers of the starter set had no idea just how far the game could go (then again, why didn't they design a 'discard your astromech' card back then? Rude Rebel sympathizers).
My solution to this problem amounts to nothing more than wishful thinking about the damage deck, and how hindsight is 20/20. It's not possible to implement at this point.
But what would be a good solution to the damage deck problems, admittedly causing a bit more hassle for the players, would be for each ship to have its own damage deck, just like the GR-75 and the CR90 (and the Raider).
10-15 cards that could address specific ships' upgrades. No more necessarily redundant cards.
When you use a ship in a list, you must have that ship's damage deck on the table. Combine the decks of like-model ships (e.g., for 3 TIE Interceptors, you shuffle together 3 Interceptor decks). Keep different decks separate (have the outline of the ship on the back of the cards). To avoid "stacked decks", you could have written face of the cards numbered 1-15 for easy checking.
This way, you have damage cards that are no longer ignorant about the types of upgrades that exist in the games. No waste of "Minor Hull Breach" on the Decimator, which can never trigger it! There could have been a crit that made the YT-1300 unable to perform attacks outside of its primary arc, with no chance of that card being drawn by any other ship on the table! Munitions Failure wouldn't even exist in the TIE Fighter/Interceptor decks!
It's just not possible to implement at this point in the game. Too many logistics involved in distributing cards to players and ensuring everyone has the necessary components.
But it might be fun to house-rule.
