There is no problem with Tarkin because Tarkin is good for any kind of list he's attached to. Different commanders do different things, and you'll find a lot of people like Screed because he's delivering the hit-crit result on Gladiators and thereby ensuring the special effect triggers (for ACMs). For me, I take Screed in my current list because I like reliably kicking Overload pulse on whatever the Avenger is pointed at. Tarkin feels watered down in comparison but this is because Tarkin can help your fleet in other ways, like getting navigation and engineering commands pretty much at will. Just as long as your whole fleet needs that command.
I'm not sure how qualified I am to comment on this holding an Imperial Star Destroyer (You really can't go back to pure wave 1 after experiencing the power of that thing), but I'll chip in anyway.
For the most part the Empire is a slow-moving defensive force. Sure, we do have some fast ships in the Gladiator and the Raider but these are more like concessions to variety than ships that specialize in that role. If they did, the Gladiator would have more clicks on its dial and not rely on things like Navigation teams and a command to give it the legendary manueveability it wants. CR-90s meanwhile do this without trying.
So with that in mind focus on slower engagements on your end, especially in wave 1, and try to pick where you want the engagement to happen. Being player 2 can be easy in this regard since not only are you playing to your objectives but you can help set-up the terrain by placing the first obstacle. Placing the space station is a good start because it benefits whomever gets there first. Also being forward-arc dependent on your VSDs, you have a bonus of being able to fire sooner than your opponent when they come into range.
Firepower is also to your advantage because in Wave 1, only the assault frigate can match your ships gun-for-gun, and it has to have broadsides to target to do this. You need to fly head-on to your victim, and your defense tokens help you do this. Barring any accuracy, those two redirects are meant to utilize either side of your VSD while preserving the front arc for the next turn. Your hull is also superior to the rebels, don't be afraid to take some damage if it means utterly squashing a CR-90 that is stupid enough to get into close range.
VSD-Is can be kitted out to lethal degrees (With expanded launchers) but you will suffer trying to get them into range to hit a target. Until tractor beams become mainstream, you'll need to deploy in such a way that you can respond to how you predict the rebels will move. I usually drop in a corner.
For fighters, know that your ships are all specialists, and that specialization is killing enemy starfighters. TIE Interceptors are my go-to fighter because they are lethal no matter what they do... attack or be attacked they can cause damage. TIE Fighters are cheap swarmers that can be used to take fighters out of the capital ship contest (by engaging them), and Bombers are just there. To Bomb. Take Rhymer because no matter what the starfighter all of them will now shoot at medium range, giving us the Empire's most popular fighter tool in the game: The Rhymer ball.
If nothing else learning the Wave 1 empire will help you prepare for Wave 2. Having learned on VSDs, Imperials will be large pleasant breaths of fresh air because of their expanded capabilities and attack power. Raiders now give the empire a corvette of their own, but in my mind I'm thinking of what kinds of utility weapons to offload to them from my VSDs to put more ships in my list. Still when building for empire I still reach for some good Wave 1 tools.
Edited by Norsehound