So.. For those of the view that the TIE/sf should not have a crew slot, i ask this: how do you view the crew slot on the TIE/Phantom? It has a pilot and co-pilot/gunner. By much of the logic stated, the TIE phantom should not have a crew slot - as the gunner just fires the weapons - no need to represent it with a crew slot.
I feel that the TIE/sf, while i suspect will lack cloaking, has more in commin design wise with the TIE phantom, than either the defender or advanced.
I agree with the values for the fighter of 3 attack, agility and hull, with the two shield.
I still feel that a crew slot, in place of the cannon, suits the craft better. The special forces gunner i detailed above is an option and alters how to fly the ship.
Trying to cram everything into the ship is ridiculous. But options that alter how the ship can be played gives variety and that is not a bad thing. If the default is a fast and mobile three attack TIE, that is not bad. If equipping the right crew and tech upgrafes changes the ship from the default improved TIE to a role of battlefield harrassment or blocking savant, I think that is great. The ship should be versatile.
The TIE defender should be the heavy weapon (cannon) platform.
The TIE/sf should be the ship that provides the First Order/empire with non swarm synnergy or an elite ace.

