This topic was touched upon in this thread, and I thought it deserved its own topic: what does each faction still need in terms of ship roles?
The Rebels are pretty well set. They've got synergy ships. They've got regenerating ships. They've got high-PS aces in the 30, 40, and 50 point ranges. They've got several viable control ships. They've got fat turrets. They've got swarm ships. They have cheap turrets. The only thing I could argue they're missing is a solid ship in the realm of 20 points -- most Rebel snubfighters are closer to 23 or 25 points.
The Imperials are close, but they're still missing a few of those key roles. They have no regenerating ships. They have very few control ships. They have no cheap turrets, and very few pilots with synergistic abilities. Unfortunately, many of those things are essential to a well-rounded squadron; the result is that, while the Empire has many competitive lists, it is very difficult to create an Imperial list with no weaknesses and no bad matchups.
Scum is in a pretty poor place. They don't have much in the way of snubfighters, and virtually nothing in terms of control. They hardly have any high-PS aces, and many of those are prohibitively expensive or straight-up overcosted. There isn't a strong Scum ace in the 30-50 point range a la Corran or Soontir; and they have almost nothing in terms of survivable, high-cost ships (Agressors excepted -- though they tend toward the lower end of the high-cost pool).
So what do you think? Do the factions still have roles that need filling, or are they pretty well fleshed-out?