I do wonder though if there will be a natural power creep to get people buying new expansions or if they are aiming for expansions that fit without anything being adjusted.
The current designers (who first worked on Rebel Aces and Wave 4 and I believe took over fully on Wave 5) spoke about this in one of the interviews. Essentially, the game wasn't balanced in Wave 1. Of those, the TIE fighter was by far and away the best ship. It's become the design benchmark: the aim when designing a new ship is to make it as good as the TIE fighter but not better. This means a new expansion is much more likely to undershoot than overshoot: you can power something up with new content but not down. In the history of the game, only one release of the 37 (two cores and 35 expansions) has ever been broken enough to warrant errata, and that was for distorting the game1, the dominant archetype was instead the Fat Han squad that countered it.
The model isn't to encourage new sales by rendering older ships obsolete: to this day the best selling X-Wing expansion is the Millenium Falcon, a Wave 2 ship (the most recent wave is 8) and the early ships are still huge parts of the game. You see a lot of the new stuff because it's new rather than because it's overly powerful. Any ship that falls behind due to being mathematically weak on release or countered too strongly by a dominant archetype receives new content to bring it up to that TIE fighter standard.
The nature of the upgrade card system means that any new upgrade card that shares an icon can be fitted to any ship with that icon. This means that every expansion is effectively an expansion for almost every ship: a new Elite Pilot Talent can be put on almost every ship in the game (only the VCX, TIE punisher, K-wing and Lambda shuttle have no EPT pilots). Were a new Modification upgrade to be released now you could put it on twenty nine different ships.
This is a double-edged sword though, and the most complained about thing in X-Wing. Take Luke Skywalker, a Core Set X-wing pilot. He's got the EPT, Torpedo, Modification and Astromech slots. He's got, as of now, six choices of Torpedo (not including leaving the slot empty), seven choices of Modification2 fourteen choices of Astromech and a whopping twenty-nine choices of EPT. With every expansion released these options grow.
However, with just the set he comes with, you have two choices of EPT (Determination and Marksmanship) and one choice of Astromech (R2-D2).
With such a large range of upgrade options available, the chances of the ones you want (or the ones the most popular metagame build asks for) being in the same pack are fairly low. FFG doesn't deliberately spread out the cards like this (or if they do not egregiously enough to be obvious) but they can't add new cards to old expansions. If you're the type to play tournaments (which means no card proxying) and the type to get your squads off the internet then you'll have a large shopping list of ships you won't use but that have cards you want very quickly.
1: To clarify, the TIE phantom was too powerful against lower pilot skill and could get to pilot skill 9 thanks to the timing of its cloak mechanic. This forced every other squadron to bring a counter to it until it was errated to change Cloak's timing window.
2: Not including Stygium Particle Accelerator, Targeting Computer or Advanced SLAM, which he can legally equip but which do nothing on the X-wing.
Thanks for explaining that. Good to know they are aiming for balance. I appreciate that's easier said than done on print games. One of the nice things with digital games, but they just aren't as cool. ![]()