So, it seems very much to lots of people that 'Rogues and Villains' ('Rouges and Valets') was a response to Squadrons' perceived weakness in Wave 1, which is fine, but does it seem to anyone else like they're still lacking? Not in terms of power, but in terms of fun/thematics?
My friend and I are both of the opinion that a really neat new feature would be upgrades for squadrons - upgrade cards that apply to every squadron of that type that you run, that cost a premium to give certain keywords and their benefits.
For example (illustrative only, I have no idea how you'd balance points), something like "3pts / Squadron - All Squadrons of this type gain 'Bomber'." Or maybe something even more restrictive, such as "Rogue Squadron - 4pts / Squadron - X-Wings Only - All X-Wing squadrons gain 'Rogue'." Or something, I dunno, whatever.
That aside, it does seem to me that their introduction of keywords like 'Intel' and 'Grit' have meant they sort-of missed a trick with earlier squadrons. For example, 'Intel' applies 'Heavy' to enemy squadrons, meaning there's no way to lock down those big bomber wings. But you could, for example, have had an 'Interceptor' keyword on A-Wings and TIE Interceptors, making them immune to 'Intel'. That way, the under-used TIE Interceptor retains its key role as an air superiority craft and gives players a better reason to include them in their lists.
I should point out that I'm not suggesting that specific example should have been included, it's meant more as an example of "what could have been".
With the benefit of hindsight of Wave 2, what sort of changes do you think you might have made to the Wave 1 fighters, or what fixes do you think there might be to reduce this notion of "power builds", such as the Fireball, or the Janball? Or balls in general?