So I've used this 3 ace synergy list a few times and I really like it:
33: Jake w/ Test Pilot, VI, PtL, Prockets, Autothrusters
34: Wedge w/ BB-8, PtL, Integrated Astro
33: Jan w/ TLT, Wired, Nien Nunb
Okay, so Jake isn't exactly using any new tricks, but he's an awesome ace ship and IMO, the best possible place to start for a 3 ace rebel list. It's really hard to fit 3 aces into a rebel list as a lot of them end up in the 40ish point range, but Jake at 33 is efficientand reliable.
Wedge has always been my favorite X-wing Pilot by far, and I used him all the time up through wave 4. Sadly, he's fallen off, but BB-8 brings him some new life! At PS 9, he can take advantage of BB-8 the most and that droid plus PtL makes him action efficient without being too spendy. You do not want to be on the receiving end of a focused+TLed shot from Wedge. This old dog has some new tricks.
Jan I've never really used. She was just too **** expensive for the 1 damage she could do with an Ion cannon, but somehow doubling that seems totally worth it. I still don't want to over spend on her so after the obligatory TLT I just gave her 'Ol Slobberface to she could clear the stress and stay in formation, and Wired because she's always stressed when she shoots and she has 2 attack rolls, and who knows how many defense rolls in a turn. That 1 point EPT goes a long way on this ship.
The inherent risk with any 3 ace list is that you never feel like you have quite enough hull points. A few bad roles and you lose a ship early and the game is quickly out of reach. This list is my attempt to address that. So I've got two PS 9 aces that do 3 actions a turn (including repositioning) and a PS 8 support ship that does consistent damage and, more importantly, ups the damage on the other 2 ships to ridiculous level.
If I get Wedge and Jake into range 1 of a ship and Jan in TLT range, these ships can do up to 12 damage in a turn before considering crits. That's a dead YV-666 in one turn, before it gets to shoot! The crazy thing is, it can dish put that kind of damage pretty reliably. 6 dice procket attacks or 5 dice Wedge attacks are absolutely brutal.
So far, my games tend to work out the same way. Jake and Wedge obliterate something, Wedge dies very shortly after. Jan gets largely ignored and Jake slips in behind the enemy and the game is over.