Actually, there is power creep in this game. Just not the kind that we gamers generally think of.So yeah, no flaws in assertions about power creep in X-wing at all.
Traditionally, power creep means that each successive release is more powerful than the previous one and so (not so) gradually obsoletes the older stuff, forcing customers to buy the new stuff just to keep up.
But there is another kind of power creep. The nature of x-wings releases, with upgrade cards and pilot abilities and the like, means that it is virtually impossible to reduce the power of something once it has been released. That is partly why the cloaking nerf and change to large ship barrel rolls were so noteworthy, because it is so rare for that to happen. All that new releases for this game can do is either maintain power level, or increase it. Now, FFG does a great job maintaining a stable level, but mistakes happen and once in a while something too powerful slips through. When that happens, all they can really do is increase the power level of everything else to match. That's also power creep, and we can see it happening in things like autothrusters. The overall power level of the game is increasing. Now, that isn't too bad as long as it is controlled and remains reasonably balanced, but any rules system can only scale up so far before it breaks. Before that happens, a game needs a major reworking to, basically, reset the power level back to a manageable point. I don't think x-wing is even close to being there yet, but it is a factor that should be kept in mind.
Autothrusters, meanwhile, are a fix for a Wave 2 problem: agile glass cannons aren't an attractive tournament choice when there are ships that can take your hits and ignore your positional tricks.
Critically, I think, those aren't exactly balance problems. They're coming from opposite directions (one too powerful and one not powerful enough), but the problem was never that Interceptors couldn't beat Fat Han--it's that they couldn't do it reliably. In fact, they struggled to win reliably enough against anything, because, you know... Glass cannon. They're both problems with players using metagame strategies to reduce variance and improve reliability.
So while I agree with you in principle about the two kinds of power creep, I don't see any actual examples in X-wing.
Edited by Vorpal Sword