Well I proposed something similar to this before but understandably it was not well received. It was a rough system and needed to be ironed out. So here is a better designed with fix partial points and the when a ship is destroyed it is gives full points. Judging by the graphs I think it scales well with the different ships. Basically it gives points based upon the status of a ship.
Shields down (must start with shields > 0) = 1 point (If a ship still has shield tokens but has a damage card, then it counts as shields down)
Ship with < Half hull points = 10 points (does not stack with shields down, so it will always =10 not 11)
Ship destroyed = full points value
Here are charts showing how the MOV point system will scale separated by agility value. For full point value I used the lowest skill pilot for full value calculations and did not include any upgrades (including chardan refit).

Now ships with 3 agility seem to give points faster but as one friendly player had pointed out to me it is harder to get a hit of 3 agility than it is on say 1 agility. So 3 agility having a steeper curve makes sense.

(* Used the Imperial Bounty Hunter for point value). This shows the point curve of ships as they take more damage. When the ship flat-lines it is basically destroyed so additional hits (aka overkill) don't add more points.

Now while agility 1 ships tend to give out points slower (typically) it is easier to get hits on them. Here it shows the point release of the different ships. Compared to a fat han with these MOV modifications you would get 10 points for 10 hits on a Fat Han. Not much compared to a TIE Fighter but it is a lot better than 0 under current MOV rattings.

I put these in their own graph because the Phantom has a variable agility and Decimator has 0. If I were to include them with other graphs I could have placed the Phantom in the 3 agility which it match fairly good and the Decimator in the 1 agility.
So the system although not perfect, any fix would be better than no fix. One of the concerns that a hit against a TIE interceptor does not have the same value as a hit on a B-wing. But high agility tends to have lower hull so higher agility does give points for less hits. So this scales well in that regards.
The other concern will be shield tanks. Such as B-wing and E-wings. It is true that shielded 2 hull ships will do good as they would jump from 1 point to full points as when they reach < half hull they are dead. However some ships like Generic E-wings, and the MA-3 need all the help it can get.
As for swarms, well put it against a point fortress if it scores 2 hits on say an academy/black squadron pilot it has already got most of the points. So the point fortress player now has to face a tough choice. Go for more points and leave the limping ship to continue to roll 2-3 attack dice. Or finish the ship off and only get 2-4 more points for that last hit. So in regards to swarms I think it still scales well.
Some things to clarify that partial points don't stack. So say if the Y-wing lost shields it gives 1 point. If the Y-wing takes 3 damage cards it gives 10 points (not 11). It does have some profound effects on upgrades like shield upgrade. Giving it to an unshielded ship makes that ship give 1 point on the first hit. While on shielded ships when choosing a shield upgrade over a hull upgrade the extra point does give an extra hit before it gives the 1 point.
Also a ship that has shield tokens but still has damage cards count as shields down. So if a ship recovers a shield say R2-D2 upgrade but not before it received a damage card then it counts as having shields down even if it ends the game with 1 or more shield tokens. This will also give a buff to proton bombs as with this system proton bombs would gain 1 point for each shielded ship that they hit.
Thoughts, comments?
Edited by Marinealver