So the only problem with Guidance Chips is that there are few ships which can use its crit-turning clause, one of which happens to be the B-Wing. Oooh, look at that, isn't there a B-Wing pilot who can benefit from having a reliable crit every round?
My thought for the list is:
38: Ten Numb w/ Veteran Instincts, Guidance Chips, Extra Munitions, Proton Torpedoes
32: Nera Dantels w/ Guidance Chips, Extra Munitions, Proton Torpedoes
Numb does a fine job of erasing certain pesky Aces that like hiding behind lots of evade dice, thanks to the auto-crit that can't be evaded, and Nera Dantels is also hard to avoid too. I'm just trying to figure out what to add to this list? I'm not a regular Rebel player, so filling the holes in a two B-Wing list is kind of odd to me.
Stresshog? 2 Prototype A-Wings with Chardaan Refits? Tycho w/ PTL, Autothrusters, Rage (or drop Protons to Photons on Numb for Juke on Tycho instead of Rage)? Roark Garret w/ TLT to make Nera Dantels more lethal versus Aces? A Blue squadron B-Wing with GC/EM/PT?
With all the reds on the B-Wing's dials, I'm also tempted by Electronic Baffles; not as an "always use" but as an emergency "I'll take damage to hard 1 and TL your ship" sort of thing.
Or maybe even just drop Nera, have Ten Numb as my Ace, and go for a more swarm approach. Ten Numb as above, a Stresshog, and 3 Z's? Though if the Stresshog's main job is just restricting Aces anyway, might not need him as badly with Numb opposing them. Numb + a Blount + 2 Z's w/ GC, CM, and a final Z?
Lots of options here.