So I have had a lot of fun recently playing this list:
Turr Phennir (28) TIE Interceptor (25), Veteran Instincts (1), Autothrusters (2)
Storm Squadron Pilot (24) x 3 TIE Advanced (23), TIE/x1 (0), Twin Ion Engine Mk. II (1), Accuracy Corrector (3)
I fly Phennir up one side to draw the ire (and fire) of my opponent who usually takes the bait, and then I fly the three tie advanced in a swarm. I get a guaranteed 6 hits per turn, plus if I can arc in and attack with Phenir could be 7-8 hits per turn. Usually enough to take out at least one ace. But they can be fragile. So I was poking around my list builder, and I came across the Tie Punisher, which people rarely take.
I thought about this, what if I run the Punisher as a fighter, not a missile carrier. Yeah, the dial is kinda crappy but as I don't need target lock or focus to get damage through, I can spend my action on Boost to help with maneuverability to make up for a lack of Turn 1s. And good lord, now I have 30 HP on the table.
Turr Phennir (28) TIE Interceptor (25), Veteran Instincts (1), Autothrusters (2)
Cutlass Squadron Pilot (24) x 3
TIE Punisher (21), Accuracy Corrector (3)
It almost makes me wonder how this would work out.
TIE Punisher (21), Accuracy Corrector (3), Twin Ion Engine Mk. II (1)
That's 8 hits per turn, 8 Green maneuvers to shed stress and 36 hit points worth of ships.
4 Turtles. Splinter would be proud.