Sorry. You say that you think cooperative is lame. But you don't explain why cooperative is necessarily lame.
No, I exactly said why particular game, X-WIng, is lame as a cooperative activity. Here I quote it for you:
Instead of reading your oponent, trying to figure out where he moves and outsmart him, it pushes some boring cooperative play without greatest X-Wing asset - hidden movement mechanic.
You call "hidden movement" the greatest X-Wing asset. However, a great part of the competitive meta focuses on squads where hidden movement is irrelevant : high PS ships with repositioning don't care what you select in your dials. They will dial a safe standard move, then reposition as needed.
It is completely false. Of course squads with higher PS got a lot more room for error but I have yet to see or participate in game where guessing moves of my oponent was irrelevant.
In any case, my opinion is that competitive players already have plenty with the current X-Wing, both in the standard torunament format, and in the missions included with every core set and bigger expansion pack.
It is the group of cooperative players that is lacking any official content, and what HotAC has proved is that cooperative play can be and actually is awesome in X-Wing. It's a different game format using the same game components.
X-Wing never was and is not a game designed with cooperative play in mind. In my opinion possible campaign should be designed as two player direct confrontation conflict. Only this way you can make use of the greatest strenght of this game - hidden movement mechanics.
It is matter of opinion and in my opinion cooperative play is not awesome in X-Wing, nor it will ever be.
Well, You're right that this is *your* opinion about co-op in general and HotAC in specific. It is undeniable that HotAC has a strong following here, and one that ranges from the most casual type of player to the most competitive (Mynock squadron, for example). It's not your cup of tea, fine.
That said, I have to say that the AI mechanics in HotAC are really quite well-made, and are only moderately predictable, while their baked-in action economy advantages make them a credible threat that is fun for me and many others to play against. And while it is not true that maneuver selection is irrelevant in the current metagame, it is less relevant, or perhaps more forgiving, than it used to be, owing to proliferation of repositioning abilities and turreted ships.
After all that, though, I do absolutely agree that there is an unmet demand for a PvP campaign, and that a well made PvP campaign would have the capacity to foster intensely competitive, dynamic, fresh, and dramatic games of X-wing.