..or actually lets not "fix" it. Because, in many ways the Scyk is perfectly fine if flown correctly (i.e. dont try to fly the Scyk as it was the Scum equivalent of A-wing/Interceptor/Tie advanced prototype, because it does not fill that role). The strength of the Scyk is the power to upgrade/modify it in many possible ways, and I really like the whole "glass-cannon" aspect to the ship. Also considering the new 1pt Tractor-beam weapon Scum all of a sudden have a new very low cost control ship flying around - and I really like that.
But I think it could be interesting to explore this "high-modification" further - and I love the Illicit-slot. This is in many ways the Scum & Villany defining trait, and I wish the Scyk had it. Not by making double-titles etc. and there is also no point in creating new (-2pt) titles as all the other titles cost points. This may have been a poor design-choice back at the time, but this is were we are now.
Instead I propose a new title:
"Illicit Heavy Scyk title" (3pt)
Your upgrade bar gains the illicit slot. Once-per round, after you discard an illicit upgrade card, flip that card faceup.
Imagine a Scyk, flying around spamming illicits. This would mean you could fly 5 :
Cartel Spacer (14pt), Illicit Heavy Scyk (3pt), Hot-Shot Blaster (3pt) = 20pt.
which would be fun, but not overpowered compared to 4 Thug TLT, as the Hot-Shot Blaster is 3 dice limited to range 1-2.
Or 5
Cartel Spacer (14pt), Illicit Heavy Scyk (3pt), Glitter-Stim (2pt) = 19pt.
Significantly boosting both defences and attack, at the expense of never taking a red manouver again...
Or just squeezing in:
Cartel Spacer (14pt), Illicit Heavy Scyk (3pt), Intertial Dampners (1pt) = 18pt.
For some wicked repeated full-stop, super-blocker manouvering.
I dont think such a title would make the Scyk broken, but simply opens up for a lot of cracy new possiblities, which I think is Scum & Villany way of flying.
Addition: 6 feb 2016. The following modification seems could also be a possibility:
Scyk/D (M3-A Scyk Only. Modification.)
"During the End Phase, do not remove unused evade tokens from this ship. You cannot have more than 2 evade tokens at any time. Once per round, you may spend one evade token to change 1 blank or 1 eye result to a hit when attacking with a secondary weapon."
Cost: 0
The idea is Moldy Crow/Comms Relay inspired in that you "temporarily" increase/charge up the survivability of the Scyk and its attack power to encurage a flanking/attack run mechanic - while increase the incentive to spend points on titles and secondary weapons. The original idea of "evade banking" came from "RustedBorg" later down in this thread. I suggested the evade cap, and the possibity to spend them to increase attack probability of seconadry weapons.
More pilots are also needed. Surprices us FFG! ;-D

