I have not been playing X-Wing for very long. Probably only about eight or nine months, but I do love the game and I think that they systems used are fantastic and really do provide a fantastic strategy game. A friend of mine got me hooked with a pickup game where points didn't matter and we were both able to see just how much of a difference good flying vs bad flying can make. After playing for several months, I decided to check out the forums, and though my posts have been few, my reading has been large. Apart from the "Intentional Draw" Debate that has been going back and forth (of which, I reserve my opinion becuase it is neither here nor there), I have been very interested in the "Fix" cards and suggestions.
It seems to me that a lot of the proposed fixes aren't really fixes at all. It appears that the best fix for the game is a rather simple one: fix your outlook of the game. X-wing has never been broken and has never really NEEDED a fix. Sure, cards have been introduced that have made the game more fun, or more challenging one way or the other, but at the end of the day, the game is about how you can outfly your opponent and put hits on your target. In order to do this, you must understand each faction and how they work. This includes ceasing the comparison of one ship to another or one faction to another, each ship has strengths and weaknesses, as does each faction, understanding this will allow a much greater understanding and appreciation for this game. Now, a detailed analysis of this would be great, however, I don't really care to write one, and let's face it, you don't care to read one, so I will keep it brief and somewhat relevant. I present to you: "X-Wing, An Unexpected Journey"
Now, most of us on these boards are confident in our nerd-dom and have probably all either read or watched "The Hobbit" and/or "The Lord of the Rings" and this is where I am going to take X-wing.
As for your factions and understanding them; The rebels, hearty, able to take a hit and deliver a blow, they work great as a team and have a fantastic synergy, willing and able to charge in to the heart of things and come out on the other side, probably having taken some hits, but otherwise, able to do what they were built to do. These are your dwarves. Gruff, somewhat rag tag, but fun to have around and even more fun to fight with. Your heroes (aces) truly stand out and can be numerous on the battlefield.
That brings us to the Imperials. A fan of good order and discipline. Where the rebels (dwarves) favor brute strength, with a trick here or there, the imprials are not fans of tricks and would rather dodge the blow than take one on the chin. They are elegant in how they fly and are more than a nuisance when they aren't where you thought they would be. Prefering a flight style of rank and file vs the rebels more unorthodox approach, these tend to favor those of the Elven race. Graceful, fragile, but able to hit hard and swiftly move from retaliation. Perhaps fewer heroes (aces) on the battlefield, but when one shows up, that is who you want to take out first, you just have to get through all of the foot soldiers in order to do it.
And finally, we have Scum and Villiany. Championed by Bossk, Boba, Kath, and most recently, Dengar. coming together in hastily put together vessels that weren't always designed to be fighters, and mostly shouldn't be considered space worthy. Tricks are the trade, and though working together can be possible, most of them would rather stay in their own hole and not bother with other pilots. These my friends, are the trusty hobbits. They may not look like much, and most people don't see them as much of a threat (triple toilet seats aside), but if given the chance, they will steal something very precious right from under your nose. Unorthodox in strategy, style, and ability, Not possessing the numbers of the elves, or the stout nature of the dwarves, the hobbits are an integral part of any adventure.
So before attempting to make a star viper fly like an interceptor, or a y-wing fly like anything but a y-wing, remember my readers, each ship has it's role to fill, yes, even the M3-A and the HWK, you just need to see the ship for what it is and what it can be. Stop crying out to fix this or that and correct your own idea of what these little plastic pieces of amazingness are capable of. With the right ability, the acquired skill, a bit of luck and a dash of talent, there is no list out there that is unbeatable and no list out there that can't be great given the right pilot to fly them.
Good luck and fly casual.