Slightly more complicated give every ship an energy rating. What this rating is how much energy, in this case dice, you can allocate to specific things.
Example a tie fighter has 2 attack and 3 evade dice. If humble TIE was given a power rating of 5 it would power all its systems. Allocating 2 dice to attack, 3 to defense. These are very simple fighters, they do one thing.
Example 2: The X-wing has an attack of 3, agility of 2, and shields of 2. Give this craft a power rating of 5 and if can have an agility of 2, attack of 1 and recover 2 shields if depleted.
The ratings we see on a card are the maximum value.
Now power rating wise, it would need to be figured out, but a mechanic like this could breath some new life into the game. Actions are done as normal, upgrade cards will work as normal - r2-d2 will still recover a shield up to the maximum value leaving that ship he is on to allocate dice to other things.
The downsides are, beside figuring out power ratings for each ship, finding s good way yo represent allocated dice to weapons, etc. probably more tokens. Using the above x-wing recharging its shields, I would do a token that has a number value both agility and attack. If the value is lower, in this case 1 attack because of recharging two shields, you put a 1 red token on the ship to denote lessened attack value.
Another possible downside point is this could make a dogfight last longer. Ships with shields could take a lot more damage.
Another option: hull value could also determine your power available. Having if do double duty could work, however, this gives potentially fewer dice to allocate. Resulting in for a TIE fighter, the evade action being very important. Hull upgrade gets a boost of this is the case.
Having to worry about allocating power harkens back to the old x-wing and TIE fighter computer games.
Secondary weapons become very important as their attack values and effects are powerful. Think of them as having their own dedicated power plant. As many have limitations, the extra point cost could be the limiting factor. However, you could put a limiter that cannons require all your ships energy to fire. So that means no recharging shields or evading.
Attacks at range 1 and 3 still roll these bonus dice regardless of where you put your energy. Think of it as, at range 1, you fire partially charged lasers and range 3 you have time to transfer minor energy to evade.
Even more muddling, cannons could require you to put complete energy equal to the attack value. This would require a careful setup with them. If the hull = energy was used, certain cannons could not be used on certain ships. Heavy laser cannons become the domain of large ships, or maybe a defender with hull upgrade.
This is by far a perfect idea, but it could make things interesting. It is something I'm going to experiment with.