And wow, you don't realise how much more refined the Armada play experience is and the little tweaks to the common mechanics help make hte game flow.
Some examples
Shield management - It was frustrating as hell remembering little tokens over on the card, dials are so much more intuitive
On the board tokens - there are SO many in X-wing, target locks, focus, evades, ions, stress, weapon disabled. And they all have to go on the board, as the bases are so small. with armada, at most you have several command tokens that sit comfortably on the rear arc of your base.
Base weight - The extra weight of the Armada bases helps prevent slip and slide gameplay. X-wing ships just need a fresh breeze for them to start drifting all over the place
Weapon selection - the abstractness of the different coloured dice is so much more efficient then the secondary weapon method. There are far too many steps involved in just getting a torpedo shot off, and bombs are clumky as all get out.
Points cost granularity - 100pts seems far to coarse for 2-5 ships on the board, each upgrade is a big chunk of your points. with 400pts, upgrades are nice little enhancements but do not eat up huge percentages of the original ships points cost.
Objectives and round limit- Why are we fighting? Just playing deathmatch over and over again until someone was tabled got very repetitive, particularly next to the end of the game when you were down to 1 ship each and just jousting/running rings around each other. Armada provides context to each battle, and the impetous to get as much damage done within the round limit.