Hey Ken, I'm probably not going to answer the way you want, but I'll give it a try. My apologies for the incoming wall of text.
I was attracted to this game initially because I love Star Wars and the rules were simple and elegant. I happened across the TableTop episode and was hooked. I got involved at Wave 3, and since then I have been disappointed with the overall direction the designers have taken the game. That isn't to say the game isn't balanced, or that there haven't been some good decisions (Raider + Tie Adv fix comes to mind). It is to say that the way it is going, simply isn't my cup of tea.
The current reliance on action economy, synergies, upgrades that are built to negate both red and green dice results, and the slow but steady creep away from the iconic ships of the initial movies doesn't interest me. If the TableTop episode in question showed Brobots vs RAC + Fel, I doubt I would have looked into the game further. It's one of the reasons I don't have any interest in Armada, though I can appreciate the strategy and tactics, it simply doesn't "do it" for me.
Having said that... I LOVE THIS FREAKING GAME! But, I play a very streamlined version. For example I usually only play with OT ships and the less "time intensive" upgrades that go along with them.
I also have "standard" builds for my ships. Not without upgrades, mind you, but standard (X-Wings are house ruled because they need it, ordnance purchases include free munitions failsafe)
For Example, there are 2 X-Wing builds
"The Sidewinder" (R2 Astromech Purchase triggers a free Expert Handling) 22 points for a Rookie, 24 for Red Squadron
"Next Gen Booster" (R7 Astromech Purchase triggers a free Engine Upgrade) 23 points for a Rookie, 25 for Red
So whenever my X-Wings hit the table they are either Sidewinders or NG Boosters, and I do not mix in the same list. Yes they are upgraded, but really easy to track, doesn't slow the game down, and are IMHO extremely thematic.
My Y-Wings have 2 builds as well
"The Warthog" BTL-A4 with Autoblaster with R2 Astromech
"The Ionic Breeze" R5 Astromech with Ion Cannon turret
B-Wings are as follows:
"B is for Bare Nekkid" Yep naked.
"The Heavyweight" Advanced Sensors + HLC
A-Wings
"The Gnat" Chaardan refit
"The Velociraptor" Proton Rocket (don't forget the free failsafe!) + PTL
So you can see they are all thematic, they perform very different functions and they use really simple upgrades. Occasionally I will add an Ace with their own load out, but usually I fly generics. Large ships and Epic ships are a little different, but that's my basic rebel blue print.
For Imps, I go a little more simplistic
Tie Fighters are always nekkid
Tie Advanced
"The Fix" always comes with the Title and Accuracy corrector. (Note, old houserule was 3 attack dice)
Tie Bombers:
"The Noisy Cricket" Cluster Missiles + Concussion Missiles (free munitions failsafe!)
Tie Interceptor
Nekkid (how I usually run them)
"The Sneaky Bastard" with Stealth Device
"The OYS (On your six!)" Stealth Device + PTL for RGs and Sabers
So same thing with the Imps. Easy upgrades to track.
I'd recommend doing something similar if you want streamlined play. I don't even pull out the upgrade cards anymore (except for Ordnance and Stealth Devices). These pre-built ships are also great for Epic play.
HTH