With Wave VII, Twin Laser Turrets, and a forthcoming decline in 2-ship lists, I think I could benefit from renewed discussion of the Pilot Skill game.
Four TLT Y-Wings are capped at 2-2-2-2 with astromechs, or 4-4-2-2 without. Generic HWKs are only PS1-2, and you can't fit four TLT K-Wings in a list, so mostly it's the Gold and Thug Y-Wings that we're talking about.
The advantage in trumping their Pilot Skill is pretty straightforward: you have the capacity to severely impact the offensive efficiency of the list before their first or second full round of shooting. Formation and the particulars of first engagement are important, but being able to shoot first and avoid Simultaneous Fire is a boon.
So what's the point at which Pilot Skill becomes too expensive? I'm partial to running only a pair of TLTs or TLT-counters in 100 points so the rest of my list has some degree of flexibility. Two TLT Y-Wings at PS4 are 52 points before Astros. Two Dagger B-Wings come in at 48 but are significantly improved by Sensor upgrades, and two Fire-Control Systems bring them to the same 52 points; Advanced Sensors or Accuracy Correctors become 54. Tempest TIE/ad pilots with TIE/x1 titles and complimentary Accuracy Correctors are only 21 points each, and Cluster Missiles bump them to 25, but there's no denying the impact of those Cluster Missiles as a potent alpha strike against Y-Wings. Is it worth it then to bump them to Storm pilots for 27 apiece? Or at that point are the Missiles less necessary? Tala Headhunters seem the easiest way to overwhelm one or two Y-Wings, since 39 points for three of them could easily cripple a Y-Wing at Range 2-3 on first contact and stand a respectable chance of surviving return fire from 1-3 TLTs, but they're more dice-dependent. A fourth Tala hits that 52-point cap again and then has the capacity to fully remove a Y-Wing in one turn, but corralling the four Headhunters to participate against the same target becomes harder.
Green Squadron A-Wings with Push the Limit, the Chardaan Refit, Autothrusters, A-Wing Test Pilot title, and Wired come in at a respectable 23 points each, and a pair for 46 is certainly affordable, but they are only PS3 and have a harder time against any of the PS4 pilots above. The tradeoff seems to be their higher turret resistance from ATs, as well as Boost making it easier to seek the Range 1 dead zone.
Scum might stand in the sturdiest spot here since they have access to PS5 pilots with Elite Talent slots. Both Tansarii Point Veterans and Black Sun Aces offer plenty of build diversity, and the Khiraxzs in particular have access to Glitterstims for increased durability upon first engagement, and a solid 1-point EPT like Crack Shot or Lightning Reflexes brings their total cost to 26 each. The Scyk pilots can take the Heavy Scyk title, a Mangler Cannon, and Push the Limit (Focus/Evade for TLT resistance) for the same 26 points, albeit with higher AGI and two fewer Hull points. A Mandalorian Mercenary with Lone Wolf and Recon Specialist is a hefty 40 points but offers respectable resistance to one or two TLTs at a time, and can handily exploit the Range 1 dead zone around the TLT for decent damage; while not offering as much overall resistance as a pair of Small ships, the single Firespray can offer good distraction from the other 60 points of your list, even if it's just five Headhunters.
I would appreciate any input on this. I'm debating the use of two PS3-5 generics simply to help with TLT carriers, and then trying to make the rest of the list flexible enough to react to arc dodgers, swarms, or heavy firepower. Has the metagame finally pushed the second-tier generics back into the toolbox? If not, why not?