So Guidance Chips looks to fix up munitions pretty well, and the likes of Proton Torpedoes and Ion Torpedoes are likely finding spots in various lists. But what missiles and torpedoes do we think are still going to stink?
As for me, I think the real stinker is easily Adv Homing Missiles.

A painful range 2 only limit, only 3 dice rolled (which limits the effectiveness of Guidance Chips), max of 1 crit dealt (also limiting the effectiveness of Guidance Chips), and an unpleasant price of 3 points considering its heavy restrictions.
I've recently been running a list with a few ships with these and Guidance Chips, and of 5 or so games, only once has one of those Adv Homing Missile done something that was "critical" to the game, and in a couple games none of them were even shot because either a) couldn't get anything in range 2 with the lock, or b) it was more beneficial to just shoot my primary.
I've quickly realized that, if you are going to take these, you should probably never run them on multiple ships. It's better served as a check on a single ship to keep aces honest. But the issue with that is the range restriction and limited dice roll realllly limits them. Even in the case you catch Soontir at range 2, with a lock, in arc, you're still only rolling 3 dice max. The likes of Soontir and Corran still have a pretty healthy chance of evading if they turtle up. And if you're shooting this at a lower agility target, you'll often find yourself thinking, "This honestly isn't much better than shooting my primary, is it?".
So what ordnance do you think is still gonna struggle to see use?
Edited by Kdubb