Alright, so, if there's one thing I've noticed from reading the various battle reports from the GenCon tourneys, it's that the points-system of scoring winners can be exploited to create wins (which we saw extensively with the no-squadrons builds). Now, I know the points system has been an integral part of this game since the onset, but maybe we've lost something with it?
I think we could certainly have a different game on our hands if we removed the turn limit, and fought to the last man. After all, real battles rarely have a time limit, or a referee who steps in and determines the winner. Sure, there can be objectives, such as capturing enemy information or destroying particular targets, but those "victories" are generally rather hollow if your entire fleet is destroyed in the process. The no-squadron builds would more than likely be at a disadvantage in such battles.
There certainly is a good place for objectives in the game, of course. The Rebels rarely fought battles that were to the death; they hit and ran, accomplishing their objectives and then running away once more. You could make more scenario-based battles that could be much more entertaining. Perhaps the Rebels have to capture information from an Imperial space station, and the Imperials have to drive off the thieving Rebel scum. Or the Imperials have discovered a moon base of the Rebels, and are coming to destroy the base, and the Rebels have to fend them off till the people on the base can escape (which would give a 'real' turn limit that makes sense).
Of course, these scenarios wouldn't work well for tournament; creating missions that are balanced from one round to the next would be difficult.
Thoughts?