So in addition to epic play and cinematic play, perhaps there can be more simplistic ways of enhancing squadron play through a card-based mission system like Armada... albeit unique and apart from Armada. It gives an opportunity for fighters who have fallen from play in the evolving meta like X-Wings or Defenders and such.
I would consider that individual fighters can be outfitted with specialized mission cards. Certainly most sorties are given their own ROE, objectives and pertinent intelligence for their mission... all of which act as a force multiplier for a trained pilot and his machine.
Here are some examples of what I'm thinking of:
STRIKE: roll two extra attack dice when using torpedoes against a huge ship. This would fix the whole issue with torpedoes being, counterintuitively, pointless to use against large ships and give life to the TIE Punisher, which to me seems like it is dead on arrival except for its cluster mines
CLOSE ESCORT: when you are within range 1 of a ship with a STRIKE mission, an enemy must target you or another close escort. Discard this card when they do.
COVER: if you are within range 3 of a huge ship you may receive a free focus token at the beginning of the combat phase and discard this card.
FIGHTER SWEEP: discard this card to roll one additional attack dice
INTERCEPT: You may discard this card during the activation phase to perform a boost either before or after your maneuver. Discard this card if you are hit.
INTERDICTION: If you are attacked by an enemy ship and you are not in their firing arc, you may roll one additional defense dice. (interdict those pesky PWT's!)
PATROL: discard this card during the activation phase to gain one free focus token
INTRUDER: during the activation phase you may treat your pilot skill level as zero, then discard this card.
Perhaps the mission cards have a point value themselves. The other route is to go with more "positional" missions as with Armada. Just an idea though.
