I think the problem isn't with any particular ships (except Scyks), but that Aces tend to dominate play and only the absolute most efficient generics can be played competitively. Most ships are not that far off from other, more competitive builds, but in competition every percentage point counts. No true hard counters to aces exist, only blocking and fielding your own aces. Control and now ordnance for spike damage help, and turrets pre-TLT did as well, but there is no sure fire go-to for aces outside a handful of lists.
So most ships need something to answer Acewing/boostwing. This is why the K-fighter, even with a PS ace with a deadly R1 attack, isn't showing up, no BR or boost to keep up, generics are not efficient enough to take over Z-95. And of course the K is just a scum X, so same things apply. Unless a ship has a gimmick to make up for not being hyper mobile it's left in the tackle box. Hence all the gimmicky 'fixes' for the various red headed step children in this game.
Basically, it's not the fault of the ships, it's the nature of the game that has caused Aces to be on top of the Meta year after year. Until there's an anti-ace build that can be used by multiple ships in all three factions we are going to be crying about all these broken ships forever, though they really aren't that bad off when compared to 95% of the pilot cards out there. Except the Scyk, it sucks.
Exactly. Personally I think the game plays a lot better at 150 points since aces tend to get swamped, so the lower pilot skill generics become more important, and mid pilot skill generics and aces gain a boost in popularity since they aren't just trying to out-fly PS9 aces any more.
