So lost in the hype of yesterday's preview (I think) appears to be rapid reload. Although not officially highlighted yesterday, the card did make an appearance on the promo art for "Here they come" back in April, and the same image appeared yesterday. For those not familiar, the card is an 8-point ordinance upgrade modification, that adds one black battery die to each side arc.
At just 8 points, it seems this modification is worth strong consideration. It's obviously competing with ACMs, which costs 1 point less and offers +2 damage on a black crit to two other hull zones. It's hard to move past some guaranteed damage, but coupled with Ordnance Experts, Rapid Reload actually offers a chance for the same damage output (25% chance at +2 damage if you land a hit-crit on the extra die).
The disadvantage is that the +2 damage from Rapid Reload is going into your damage pool (and thus can be braced, evaded, or redirected). The trade-off is that whatever damage does get through is going into the same hull zone, instead of being dissipated by other hull zones (may or may not be an advantage, depending on what you're trying to do and what your target is). On a Glad, Rapid Reload does nothing for a second attack from your front hull zone (whereas ACMs could trigger for +2 damage), but would favor Glads that run gunnery teams (much like what enhanced armaments + gunnery teams do for AFIIs, only at a reduced range), or Glads that want to test their luck running through the middle of a densely-packed fleet--probably suicidal against most Rebel lists (especially with Ackbar), but could be a thing in mirror matches where the opponent has multiple ISDs/VSDs, which makes for a brutal approach but has lots of exposed side arcs once you get past the front arcs' kill zone. With a CF command, that's eleven black dice (5 + 5 + 1) on a Glad I if you attack from both side arcs, or ten dice if you attack from a Glad I's front and side arcs (4 + 5 + 1), instead of the current 9 (4 + 4 + 1), with up to eleven re-rolls if you have Ordnance Experts and shoot out the sides (plus up to another eleven re-rolls if you have Vader and are willing to spend an evade token, plus one more reroll if you have a CF token). That's an awful lot of selective dice modification to up your damage total.
I'm not sure I'd like this upgrade at 10 points (like most modifications), but at 8 points, it seems like this might be worth an ordinance slot. So... are there situations where RR might be more useful than ACMs? On certain types of ships? Other synergies to exploit?