Good luck! I've been trying to get that ship to work since Wave 2 hit and I just can't get a list put together that wouldn't be better served putting those points elsewhere. I'd love to see what builds you can come up with for it.
Well, I belive that there is one mandatory upgrade for an AFMK2 A : Gunnery Team. With its generous side arcs in terms of width, anti-ship batteries and AA barrage, not having Gunnery Team would mean wasting one of either shots. Actually, having to have to choose between 3R1B and 2B AA is probably what was putting people off in using it and rightfully so.
In terms of flying, I think that this AFMK2 wants to fly diagonally towards the center of the map, aming to double arc ships that get in the way. So, it's likely going to attract much attention hence why ECM is probably a smart bet here just so Brace is available.
Then, I think another key part of the ship are the fighters that go along, because it also wants to be able to activate fighters. With only 2 activations compared to its cousin, and with the AFMK2 A being able to both engage squadrons and ships with decent effectiveness, I think that multi-purpose fighters like the X-Wings are interesting.
Finally, I think it's the best platform to throw aces over the AFMK2 B. Rebel aces typically cost 50% extra over their base counterpart (while imperials cost around 80%-100%), so 2 aces will give you the equivalent of 3 fighters of the same kind. Paired that with Gallant Haven,it can actually be a potent combination with 2 unkillable aces that will naturally be carried in the middle of the fight.
An AFMK2 A with Gallant Haven, ECM and Gunnery Team might actually be the best carrier for the annoying Dutch/Wedge combo. Okay, that's a 138 points investment into one ship and its escort, so a third of a fleet of 400 points, but this is going to be a b*tch to take down, and Wedge/Dutch are actually able to work well both against squadrons and against ships, much like the AFMK2 A itself. With their Brace and Gallant Haven, they are going to be impossible to take down (from experience playing with GH and Wedge/Luke), they can easily reduce the damage to 0.
I mean, even a Howlrunner + Flight Controllers TIE I throwing 6 dice with swarm will average 3 to 4 damage :
1) 3 Damage : Braced down to 2, Gallant Haven down to 1
2) 4 Damage : Braced down to 2, Gallant Haven down to 1
And we're talking 11 hull points to take down, so that means actually throwing 11 TIE I on average just to get Dutch/Wedge. And they also won't care much about Counter. And we're talking the most serious dedicated anti-fighter squadron out there.
Then, paired with their own ability + the Gallant Haven's 2 AA dice, they can proceed to genty mow down entire TIE squadrons with relative ease (and that is if you don't protect them by actually having them stay behind the GH in order for them to not get shot to bits first).
Then, imagine that build with Mon Mothma for even more trollage on the survivability of the Gallant, haha.
Finally, if we include Wave 2 content in the analysis, some Jan Ors going on there with X-Wings as well as Han Solo will be a pure annoyance to anyone not throwing TIE I with Howlrunner and Flight Controllers.