Here are two list ideas, one Imperial and one Rebels, based off of wave seven ships. Could be fun.
"So I Hear You Like Target Locks..."
"Redline": Punisher (27), Fire Control System (2), Plasma Torpedo (3), Cluster Missiles (4), Extra Munitions (2)... 38
Colonel Vessery: Defender (35), Heavy Laser Cannon (7), Outmaneuver (3)... 45
Backstabber: as he is... 16
One point left over. Redline's pilot ability and a Fire Control System means those clusters should sting. I'm optimistic about the upside of Plasma Torpedoes: the most common ships I see are large-based hard ships and B-Wings, all of which have lots of shields to peel with the Plasma Torps. If Redline faces up on the primary target Vessery can split wide to proc Outmaneuver. Redline's giving Vessery all the target locks he needs. I prefer Backstabber to Dark Curse in lists like this because I want my opponent to be distracted by my tertiary threat; Dark Curse just gets ignored. Against your typical "fat ship/fast ship" list, Backstabber can threaten the fast ship. He's not going to win that duel, but if he occupies the fast ship for a turn or two while Redline and Vessery work over the fat ship, mission accomplished.
Obviously we need some test games to know if Extra Munitions are necessary or if Redline dies too quickly.
Now for the Rebels...
"Dodging is Overrated"
Dutch Vander: Y-Wing (23), Plasma Torpedoes (3), Extra Munitions (2)... 28
Esege Tuketu: K-Wing (28), Recon Specialist (3), Assault Missiles (5), Extra Munitions... 38
The assault missiles here could be swapped for other ordnance of choice, such as Concussion Missiles (which would be deadly in this build); I selected them to improve the 4BZ matchup. These two share target locks and focus tokens so that both can fire focused ordnance on their first two shooting phases. That's a lot of potential hurt, but it's also only two thirds of the list, and it leaves us with a huge vulnerability to arc dodgers.
The points are right for a tooled-up Jake to fill the void (VI, PTL, Auto-includes, Prockets comes out to 34); he can tangle with enemy arc dodgers and clean up endgame (endgame for this list being approximately round four). But we already have an ordnance-heavy list with tough, low-agi ships. Let's go crazy. Let's push this to the illogical extreme. We need more low-agi ordnance. We need Nera Dantels.
Nera Dantels: B-Wing (26), Flechette Torpedoes (2), Flechette (2), Fire Control System (2), seismic charges on Esege
Now we can harass arc-dodgers consistently with or without help from the rest of the squad. But you know what? I don't want to harass arc-dodgers. I want to murder them.
Nera Dantels: B-Wing (26), Advanced Proton Torpedoes (6), Extra Munitions (2)
I'm sure you've got lots of defenses, Mr. Fel, but if you get in range 1 of Nera, you're going to eat a huge amount of damage. Nera's ability helps alleviate APT's range restrictions, while her squadmates can contribute one or both of the actions Nera needs to blow her target away. This helps give some tolerance for casualties or for having to pull a red maneuver (or barrel roll) to get into the right spot.
Gimmicky? Maybe. Dependant upon immaculate positioning and a little luck? Maybe. Prone to extremely short games? You'd better believe it. But fun? I believe it could be.