I'll begin by saying I don't think situations like Autothrusters in the StarViper are deliberate attempts by FFG to make more money. They're an inevitable product of ship-based expansions with interchangeable upgrades: unless every ship came with every upgrade (an unrealistic proposition that'd result in a junk upgrade card situation even worse than every X-wing player's token glut) you'll always get a situation where a ship is in one pack and an upgrade it can take is in another. Furthermore, FFG has taken a few steps to mitigate this (redundant copies) which makes it a little harder to believe this is some malevolent marketing masterplan.
However, the fact remains: buying ships you'll never use for a few cardstock reference cards sucks. It's wasteful both financially and environmentally, it warps the metagame (there's a reason we don't ever see Predator Swarms) and if this forum is any indication, it irritates a lot of players to no end.
Furthermore, for players who build new squads every game, constantly getting out and filing away upgrade cards is a massive pain in the arse that adds a lot to time to setup.
Worlds, Nationals, Regionals and Sanctioned Store Championships are official FFG events and go by FFG rules. Personally, I think they could lighten them considerably (for example, by only requiring one official copy of an upgrade card as proof of authenticity) but X-Wing is a lot bigger than that.
Casual has a way to mitigate this in the form of proxies, but this isn't a universal solution. Some people don't like or trust proxies and some people refuse to play with them for whatever reason (usually because they aren't exactly lookers). Many players want a clear ruleset to not deviate from, and the tournament rules are the only existing one. Furthermore, one of the reasons for requiring upgrade cards to to prevent cheating.
So I figured, what if we as a community created a ruleset for playing without having physical copies of every upgrade card that could be used for everything up to non-FFG tournament level?
By drawing on the community's experience, we could create a system for not using upgrade cards that maintains the advantages of full upgrade cards while eliminating the need to buy unnecessary ships to play the squad you want to. We could create a system that a Tournament Organiser can have confidence in.
The idea here is to draw on everyone's knowledge and ideas, but we've got to start somewhere so I'll begin with my thoughts on this.
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Firstly, we'd need an additional rules document: a list of all legal upgrades (I'm leaning all cards that are fully spoiled by default, but whether unreleased cards are allowed or not would be down to the TO and announced beforehand), their costs and verbatim rules text. This'd be easy to put together and serves as a reference that any player can check for the rules text of an upgrade at any time.
I'd personally centre it around printouts, in the format of those made by squad builders. They have each upgrade named, costed and with its rules text for reference with its ship: some of them are better laid out then the default game with a pilot card and upgrade cards. Such sheets are used anyway to submit squads in tournaments, so why could they not also be used for gameplay?
The answer? Because some upgrade cards are more than rules text: they serve a function via being discarded.
Luckily, the game has a fairly useless token that most players have in large quantities: the Critical Damage token. We repurpose these. When an upgrade on a ship is discarded, it is marked on the printout with a Critical Hit token, or alternatively a tracking token for those without an ample supply.
We could also do it by discarding tokens when a card is discarded, but given so many cards don't discard this is more token efficient.
Unless the printout has room for damage cards and shield tokens, pilot cards are used normally.
Tokens, templates, damage decks, dials and ships are used normally.
Edited by Blue Five