I'm not talking about EPT's, but pilot abilities that are exclusive to one specific pilot in the game. I especially like abilities that override basic game rules to an extent. Nothing overpowered, though.
Ok, here goes:
1. "You may always measure distance between your ship and another ship."
Sounds simple enough, but would be a great reassurance. Would fit with any droid pilot.
2. "When you boost or barrel roll, you are allowed to touch another ship."
This would make an excellent arc-dodger at close range. Can't get out of arc? Well, at least you're not gonna shoot me dead. Fitting with the daredevil piloting style of the A-Wing, for example.
3. "You may attack asteroids with your primary weapon. On 2 or more <boom> or <kaboom>, you must choose one ship at range 1 of the asteroid to take 1 damage. Then, remove the asteroid from play."
This could also be a very useful ability not only to force a little damage on the enemy, but also to protect one of your own ships from potential collision damage in the next round. Should definitely be on a large ship like the Decimator or the Hound's Tooth, maybe even on a B-Wing.
4. "When you barrel roll, you may turn your ship around to face the opposite direction."
Would be a great TIE fighter ability and goes to show the supreme manuverability of the TIE.
5. "At the start of the activation phase, if you are not stressed, you may switch the initiative for the remainder of this round. If you do, immediately receive a stress token."
This ability would be a game-changer. But one that would be most welcome if you're flying at least one VI Ace but lost out on the initiative for some reason. Also, we'd at least have a use for that nice initiative chip that comes with the game. :-)