So, the proposition is very simple:
The pre-cut tournament has a maximum of four rounds.
Use the Swiss system to match winners/losers, of course, until the four rounds are done.
Then, calculate the final cut (4/8/16/32) by overall margin of victory of the players involved, rather than counting wins/ties/losses THEN determining 'ties' by the MoV involved.
Hell, four rounds should only be necessary even in the largest tournaments; three rounds is enough to pit two rounds worth of winners against each other and narrow the field further to the 'top' players - or let a player who went down early due to bad luck rise to the top again.
Not only does this solve the time factor involved, where ability to resist fatigue rather than ability to pilot ships determines the winner, but also simplifies the entire process immensely, seeing as how MoV is already being entered into the program by the TO.
I'm serious about this: I've won M:tG tournaments, which at a large scale have a similar problem to X-Wing tourneys, just because I don't get tired easy (and often have to down ephedrine just to breathe in crowded, humid rooms, which any baseball player will tell you is a fine stimulant). I'd ruther it be skill, not endurance, that wins a tournament.
For games like Magic: The Gathering, using to MoV simply isn't possible, but it IS possible to do it here.
Thoughts?