Actually he does understand this. I recall having a discussion with him about Palp + Aces back when palpatine was first spoiled. One of the things we both felt was how it makes Soontir 'easy mode' allowing players to simply fly Soontir straight into enemy guns and not worry about arc-dodging because between stealth, his tokens, autothrusters and palpatine, its possible a 'pure jousting list' such as BBBBZ could struggle to kill him with focus fire, and that shouldn't really be possible.The situation you describe about defense being equal to attack is the real problem that Theorist failed to understand and blamed on highly accurate, 3+ attack dice for some reason. Because that's happening now with Poe, Soontir, Miranda, etc. and all the regen and defensive tech they have. If I had a dime for every time a Poe player got significantly more than a shield upgrade's worth of shields off of a regen droid, I'd probably have a dollar or two, lol.
Theorist doesn't understand that. Highly accurate shots are actually neccesary to break through the equal or better than attack defense these ships have.
But lots of people have made this realization to some degree. That's WHY Theorist is talking about high accuracy cards being a problem: Everyone building tourney lists is taking upgrades to defeat Soontir (and regen poe and other hard to kill aces). So if every list has these hyper accuracy cards to combat hard to kill ships like Soontir and co, anything else in the game that relies on agility, but doesn't have the damage mitigation powers of Soontir, Poe and the like, becomes easy pickings. Primarily ships with 2/3 agility are hit hardest in this environment because they don't have extra tokens or regen to stop firepower of that magnitude. And that is what he's talking about: the 'bad' ships like T-65, scyk, khiraxz, star viper, etc (he lists all the ships with 2/3 agility that some may agree/disagree are bad, but whatever) suffer because part of their points cost is tied to a stat that is supposed to provide durability but is less able against hyper accurate attacks.
Also, tied into this is the pilot skill bid. I don't think a lot of people are understanding the problem here. I read comments along the lines of 'its a star wars game, heroes are supposed to defeat the generics!' Which completely misses the point. The fact is, if you take a generic of a particular ship you pay less points than unique pilots, and therefore, generally speaking you can fit more ships into your list. By taking named pilots, you pay a premium in points for the pilot skill (and also the pilot's ability) and therefore generally speaking will have less ships. Back in Wave 1 - 3, having fewer ships, despite the higher Pilot Skill and cool abilities was a risk (in a tournament setting). You would have less firepower, less overall health (compared to a similar list with generics, and therefore more ships), but you would hope to overcome these drawbacks by careful positioning and trying to leverage the special abilities/upgrade cards you had to help you even the odds. Now however, the slew of damage increasing cards have reduced the risk that used to exist for high pilot skill lists vs generic lists with greater numbers. Why take Blue Squadron Novice at 24 points when you can have Poe at 31 points? He gets better value out of the regen droid for greater durability, can better utilize autothrusters, and for firepower, has his own ability plus the possibility of some strong EPT cards. Not to mention +6 pilot skill. He's more than worth the extra 7 points.
So while I don't believe X-wing is 'broken', its definitely skewed in certain directions and I believe Theorist's article at least points out an underlying problem as to why there are some imbalances in the game (particularly with certain ships, especially the ones that EVERYONE knows are weak right now!). Of course the game can go on fine as is and is for the most part 'healthy', but in order for certain ships to move out of their bottom-tier status, they are going to need something to help them in this higher PS, higher damage environment that currently exists, and I don't think the game designers are completely oblivious to the current state (afterall, they spoiled the x-7 title which is exactly the sort of fix that addresses this issue).
Going back to Soontir though, 'defensive fixes' have to be very carefully implemented. Obviously they can't benefit him (or other ships already capable of excellent damage mitigation). And obviously defensive buffs cannot equal offense. I think that everyone (including Theorist) understands that in order for a game to end, it has to be ultimately easier to deal damage than to mitigate it, but for the current 'bottom tier' ships to get better, something has to be done that allows them to survive better than they can at the moment...
The bad/"bad" ships that are listed are bad/"bad" because they cannot damage things like Poe or Soontir, not because 2 agility and 2 hull/2 shields is a little better than 3 agility and 3 hull in a hyper damage environment. That's a minor issue. Hyper damage is just a symptom of having to deal with Poe/Soontir/other Acewings.