With the recent revelation of the Integrated Astromech modification (shown below) for X-Wings (of both persuasions), there has been some talk of getting more X-Wings (classic, T-65) onto gaming tables again. I wanted to share my thoughts on particular pilot and Astromech combinations, who Integrated Astromech is really good for, and get some further ideas from the community. Please note that I'm not interested in starting another debate thread on whether or not this modification does enough to 'fix' the X-Wing. Rather, I want to promote creativity, discussion, and enjoyment of X-Wing (the game).

There she is. Integrated Astromech (IA) essentially improves your X-Wing's stat line with almost no cost. While not necessarily central to this thread, I'm including it in a number of ship builds, so it's here for handy reference.
Let's start with the basics.
Rookie Pilot (21)
+ R2 Astromech (1)
+ Integrated Astromech (0)
Once utilized as solid wingmen, Rookies are currently more commonly seen on the sidelines. With IA and a cheap Astromech, perhaps they can resume their former role. Yes, at a 22-point minimum, they compete directly with certain B-Wings and other 'filler' ships, but that's a topic for another thread. Here, I've chosen R2 Astromech. It's cheap and improves the dial by helping shed stress (after K-turning, Flechette Torpedoes, etc). Of the alternatives, R5 Astromech might actually be worth considering because it can deal with unwanted Ship crits before the kill shot where it will get sacrificed for one last save.
Red Squadron Pilot is pretty similar, though PS4 can be worth it to beat out other generic pilots, and it gets access to R2-D6.
Tarn Mison (23)
+ R7 Astromech (2)
+ Integrated Astromech (0)
Tarn and R7 have been stapled together since the beginning of time. Due to the defensive, tanky nature of the combo, Hull Upgrade was often a good buy, making this annoying gobstopper even more long-lasting. IA now does the same (if not better for being able to discard a crit) for 3 points less. At just 1/4 your standard points, Tarn provides cheap durability to any list.
Biggs Darklighter (25)
+ R4-D6 (1)
+ Integrated Astromech (0)
Speaking of durability... for only a point more, you can make every other ship in your build more durable, because Biggs must be shot if able, of course! While he may get saddled with stress, his dial isn't really that limited unless you've only got one and want to clear it for a defensive Focus token. Thanks to R4, Biggs can already shrug off a couple Heavy Laser Cannon shots, and with IA he'll possibly survive another shot as well.
"Hobbie" Klivian (25)
+ R3-A2 (2)
+ Integrated Astromech (0)
Like Tarn above, "Hobbie" has a pretty obvious companion. As long as he can manage a Target Lock, he can give an opponent stress and immediately remove his own by spending that TL. The 'stress-bot', R3-A2 is often an early target since it can be a real thorn in an opponent's side. IA provides a little protection at no cost.
Garven Dreis (26)
+ R2-D6 (1)
+ Adrenaline Rush (1)
+ Integrated Astromech (0)
Similarly, Garven might be an early target for the action efficiency he provides his team. I've paired him with R2-D6 to get him an Elite Talent, and chosen Adrenaline Rush for 2 reasons. First, he can still get a Focus to share with his team after K-turning. Second, since you may be discarding R2-D6 to IA anyway, having a one-shot Elite Talent isn't so bad. The upcoming Cool Hand is an alternative. It gives you the option for an Evade token if that suits your situation better, but leaves you stress, probably making it inferior overall.
Jek Porkins (26)
+ Push the Limit (3)
+ R5-D8 (3)
+ Integrated Astromech (0)
Another classic pilot-Astromech pairing. Jek can perform both his Focus and Target Lock every turn, and if discarding stress causes himself damage, he can still get a regular action on top of R5 trying to fix his Hull. Here, IA stands in for a Hull Upgrade that would give Jek more opportunity to utilize his ability without prematurely exploding. I actually have one small complain in this instance. An alternative build of Marksmanship and Experimental Interface (over PtL and Hull Upgrade) provided slightly better offense at the cost of durability. That option is a lot less attractive now that IA makes the above build 3 points cheaper.
Luke Skywalker (28)
+ Engine Upgrade (4)
+ R2-D2 (4)
+ Lone Wolf (2)
What's Luke Skywalker without R2-D2? Engine helps mitigate mobility limited by shield-restoring green maneuvers, and well as leverage Luke's higher PS to react to enemy positioning. Pairing Lone Wolf with Luke's ability means he can even weather small swarms on his own. LW also helps Luke retain some offense while boosting.
Wedge Antilles (29)
+ Engine Upgrade (4)
+ Push the Limit (3)
+ BB-8 (2)
This is an offensively powerful, if a little expensive, ship. The combos here are incredible. Reveal a green maneuver, barrel roll with BB-8, Push the Limit for one of your 3 actions, preform your maneuver and remove the PtL stress, then perform another action. That's 3 actions in one turn (one must be barrel roll), no stress, including the possibility of repositioning twice before your actual maneuver!
Wes Jansen (29)
+ Engine Upgrade (4)
+ R5-X3 (1)
+ Veteran Instincts (1)
VI and Engine on Wes has been used before so he can chase down wily targets at PS10 and strip their token, either to set up other shots or weaken opposing offense before it shoots. R5-X3 gives Wes even more options for tailing a target, and can even deny an agility die to a target behind an obstacle.
I've got some ideas on the T-70 as well, but I'll share those later. For now, what pilot and Astromech combos are you excited to try (or already proxy-testing) now that IA has shined a little bit of a spotlight back on the X-Wing?
EDIT: T-70s here!
Edited by ObiWonka