Step 1: Youngster's Rageswarm
Youngster + Rage + Hull
Epsilon Leader
Wampa
4x Academy
Wampa and the Hull are here as counters to currently powerful lists.
Wampa is anti-Ace, and Hull is anti-TLT (and anti-Swarm, for that matter).
I have seen variants of this with Black Cracks, losing one of the Alphas to pay for it all, but I don't think that's as powerful.
Moreover, you could also chunk Wampa and the Hull, in favor of upgrading all (now 5) Academies to Obsidians.
However, I think there's one more worth considering: Youngster, Rage, and 7 more TIE fighters. That's a hell of a punch.
Step 2: Blountracer Ordnance
Lt. Blount + Tracers + Guidance Chips + Veteran's Instinct
2x Bandits + Concussions + Guidance Chips
2x Bandits + Clusters + Guidance Chips
Bandit + Assaults + Guidance Chips
Oh hey, that's... that's weird, isn't it?
See, I realized that 5x Concussions are hilarious overkill with Focus-Tracers-Guidance... meaning there's room to diversify.
So, I split it in halvsies with Clusters, both for the superior raw damage vs low agility ships (Y-Wings, lookin' at you here), but also to solve the Range Control of the Aces.
And finally, the Assaults are teched in as anti-Formation, which makes them anti-Swarm and anti-Mirror, while also providing an additional threat to the Aces (You get damaged if you're even near a hittable target.)
Also, being without an initiative bid may be an issue vs other Alpha-Strike lists and TLTs, so I may wind up swapping the Assaults back for Concussions.
Any others of the burgeoning archetypes you'd like to see me discuss?