In case anyone else finds this useful, I've listed the Raider and CR90's damage deck distribution.
Raider-class Fore:
1x Deck Breach
2x Direct Hit!
1x Power Plant Failure
1x Projector Power Failure
2x Reactor Leak
1x Secondary Drive Failure
1x Tracking Misalignment
1x Weapon Damaged
Raider-class Aft:
1x Deck Breach
1x Command Deck Breach (New!)
1x Life Support Failure
1x Comms Failure
1x Scrambled Scopes
1x Weapon Damaged
2x Misfiring Thrusters (New!)
2x Structural Collapse
CR90 Fore:
1x Comms Failure
1x Deck Breach
2x Direct Hit!
1x Life Support Failure
1x Secondary Drive Failure
1x Scrambled Scopes
1x Tracking Misalignment
2x Weapon Damaged
CR90 Aft:
1x Deck Breach
2x Grid Overload
1x Life Support Failure
1x Projector Power Failure
1x Power Plant Failure
2x Reactor Leak
2x Structural Collapse
So, what can we learn from this?
Well, the CR90 was very content to orient itself perpendicular to any oncoming forces, firing its long range primary and any hard points it could while the enemy closes the distance (The new Ion Cannon Battery hard points will do wonders for the CR90). Hardpoints, Copilots, and Teams were concentrated into the Fore, but since energy generation is the most important attribute for a Huge ship to function, you're incentivized to cripple the Aft section first while avoiding line of sight from the Fore's turret primary. Furthermore, though, due to the damage deck layout, you were also heavily incentivized to land crits on the Aft ASAP. Getting lucky and landing almost any of the Aft critical damage effects can be game ending for the ship. It's also worth noting that having access to the Tantive IV title makes the Fore section even less of an attractive target, as you can tuck away an important Copilot and Team upgrade safely into the crippled Fore section.
This makes the CR90 fairly vulnerable. It's weak section, the Aft (less sheilds), is the one you want to cripple, and it can at most return fire with one hardpoint when an enemy is on the Aft. So once the enemy gets in there, it can't shake it, the "360" primary can't shoot it because of it's own center line, and there's almost zero risk of being rammed into a fine space mist. Now, I'm not saying the CR90 is bad, just that it really is heavily dependent on its escorts to make the rear area a very unpleasant place for enemies to linger.
Now the Raider, on the other hand, is built very differently. It has excellent frontal-facing firepower, and really wants to charge right into the enemy lines. Here's the thing, though. All of those horrible critical hit effects have been moved to the Fore. You might think that's a weakness, but as the front of these Huge ships is what the smaller ships are trying to avoid, the enemy is dis-incentivized to attack it for fear of overlap and instant death. Instead, enemies are likely to try going after the Aft, but then they face two hardpoints which are probably going to be Quad Laser Cannons ready to mulch fighters with the help of the Impetuous Title and possibly Vader. Also, being an Imperial Huge has some other implications, like closing-in tactics which work excellently against the CR90 will not work as well due to cards like Mara Jade.
To balance that out, I suppose, they've added two new critical effects to the Raider's Aft deck. Hitting a Command Deck Breach can, if they've brought Palpatine especially, blank half the ship's upgrades in one go. Misfiring thrusters can be devastating, depending on your mindset. Needing to reveal your maneuver dial every turn means that the Fore's primary defense, the threat of overlap, is essentially nonexistent. But otherwise, it does nothing to affect the actual current gamestate, which usually makes it a wasted crit.
In summary, the upgrade and damage card distribution presents an extreme weakness for the CR90 (Cripple that Aft!) and provides for no one "great" target against the Raider.
Damage Card References (Alphabetical):
Command Deck Breach - Ship - Place 1 (Copilot) and 1 (Team) Upgrade card equipped to this section under this card if able. You cannot use those Upgrade cards while this card is faceup. Energy: Spend 3 energy to flip this card facedown.
Comms Failure - Ship - You cannot perform the Coordinate action. Action: Roll 1 attack die. On a (Hit) or (Focus) result, flip this card face down.
Deck Breach - Ship - Place 1 of the Upgrade cards equipped to this section underneath this card. You cannot use that Upgrade card while this card is faceup. Energy: Spend 2 energy to flip this card face down.
Direct Hit! - Ship - This card counts as 2 damage against your hull.
Grid Overload - Ship - Immediately remove all energy stored on the aft section Ship card and on all Upgrade cards equipped to this section. Then flip this card face down.
Life Support Failure - Ship - Discard one of the (Crew) Upgrade cards equipped to this section. Then flip this card face down.
Misfiring Thrusters - Ship - During the Planning phase, assign your chosen maneuver faceup. Energy: Spend 1 energy to roll 1 attack die. On a (Hit) or (Crit) result, flip this card facedown.
Power Plant Failure - Ship - You cannot perform the recover action. Action: Roll 1 attack die. On a (Hit) or (Focus) result, flip this card face down.
Projector Power Failure - Ship - You cannot perform the reinforce action unless you have at least 3 energy stored on the aft section Ship card.
Reactor Leak - Ship - When you execute a maneuver, reduce the energy you gain by 1 (to a minimum of 0).
Scrambled Scopes - Ship - You cannot perform the target lock action or acquire a target lock. Action: Roll 1 attack die. On a (Hit) or (Focus) result, flip this card face down.
Secondary Drive Failure - Ship - You must spend 1 energy to perform any action.
Structural Collapse - Ship - Deal 2 face down Damage cards to the fore section. Then flip this card face down.
Tracking Misalignment - Ship - Reduce your primary weapon value by 2 (to a minimum of "0") Energy: Spend 4 energy to flip this card face down.
Weapon Damaged - Ship - Place one of the (Hardpoint) cards equipped to this section underneath this card. You cannot use that Upgrade card while this card is faceup. Energy: Spend 3 energy to flip this card face down.