KommissarK you miss a vital point of what I was asking about. My player just wanted the droid fighter pilot combo to be more efficient together. The Pilot is played by his son.
He knows every action he can take as an Astromech while slotted in an Y/X/E-WWing, which I'll list here
- Damage Control/Repair
- Plot Course
- Co-Pilot
- Boost Shields
- Scan the Enemy
- Spoof Missiles
- Fire Weapons
- Watch your back
- Target Lock
Again, these are actions, the last two are exclusive for Astromechs and cannot be done by regular Co-Pilots. So you see, it does not take away from the Pilot, because the Astromech actually can't steer the ship. He can't "Gain the Advantage". And as it was shown in a perfect example, when the pilot is using gain th advantage, the Astromech can actually fire the weapons. We can even explain it cinematically:
Pilot: "Reaper! I am going to try and get behind that Leader's rear. I'll concentrate on flying, you shoot when he's right in our sights, understood?"
R3-4P: "Weeow, beep boop!"
Pilot: "Good, let's do it!"
The other Actions the Astromechs are capable off, are fare more worthy most of the time, but on some occassions the players might want to switch around for a better tactic.
We had a similar discussion in the group about this. It was about if the Gunner spec is a good one to get as an astromech. I think we can say, yes! It improves the team work between Pilot and Astromech Droid.