EDIT: Because it really doesn't seem to be clear enough I'll putting here that this is not a balance thread. It's about impact on gameplay, not about power.
I've decided I really, really don't like Deadeye.
Ordnance by default has more depth to it than firing a primary weapon. Acquiring your lock in the first place is tactically interesting: it's not always easy to do and as Alex Davy said in a recent interview Guidance Chips was balanced around that. Ordnance provides an incredibly strong potentially ship-wiping attack but you can counterplay the setup for that attack.
You've got a lot of tools for helping to set up ordnance such as Thread Tracers and Long Range Scanners and they all have tactical setbacks: the thread tracer requires one ship to sacrifice a damaging shot to set up the rest of their squad, Long Range Scanners does some target telegraphing and gives you a hard time locking during a battle.
Ordnance pivoting around the target lock also has some counters buildwise: Expert Handling and Black One can shake off locks but at the cost of taking reposition actions, but as actions they can be counterplayed with stress, blocking and other more niche mechanics and cards. Captain Kagi is actually useful against ordnance as he draws the locks onto himself so to kill his friends with ordnance you have to either kill him first or manage range so you can't lock him. Against a target lock dependent weapon even Countermeasures has a use.
Deadeye takes that all and throws it out the window. Getting a lock on your intended target? Deadeye lets you shoot anyone. Managing range on the approach: gone: focus is effectively a target lock on everyone at any range as far as firing ordnance is concerned. Counters? All those options are replaced by Palob and Jax, and the Deadeye ship can just use the normal lock if they show up to the party. Interesting mechanics for assisting target locks like Tracers and LRS? Inferior to Deadeye. Deadeye effectively turns ordnance into a cannon with limited shots. All the interesting design and maneuver decisions the target lock mechanic creates are cast aside.
Take TorpScouts. Without Deadeye they've got to get into range to acquire that lock then stay out of Range 1 to fire their torpedo, making that initial engagement much more mentally engaging. Fly straight at the enemy doesn't work if the enemy's fast and if they're clever: you've got to approach cleverly to get the massive payoff that a successful ordnance shot provides. Try playing a TorpScout list without Deadeye and then tell me there isn't more to just about any matchup without it. Even a mirror match gets much more interesting.
Without Deadeye, using ordnance interacts with a myriad of cards, mechanics and maneuvers and is something you can get a lot more out of with skill. Deadeye strips out ordnance's unique play, turning it into a primary weapon that burns out after two shots and nothing more.
Based on that I'm not sure removing Deadeye from the game outright would be a bad thing: I feel like ordnance is a stronger design (as in better gameplay rather than more powerful) in its absence. Can anyone sell me on the design merits of Deadeye again or could there be a case for Deadeye being on X-Wing's ban list were it ever to get one?
Short Version: Ordnance is simply more fun without Deadeye: there's a lot more maneuvering skill involved in using it and more possibilities when it comes to countering it and counterplaying the counters.
Edited by Blue Five