TL;DR: Look at the bolded pilots and their upgrades.
I love the X-Wing starfighter for many things; it's a symbol of rebellion against tyranny, it looks cool, and it has plenty of great pilots in the cockpit. My enjoyment of this starfighter has transferred quite neatly to the game of the same name as I've been trying to make the X-Wing good for some time now. With the advent of the dreaded Triple JM5K, expensive jousters aren't quite so good, but this list aims to change the T-70s playstyle entirely, and makes the valiant attempt to make the T-65 viable again.
As for our first ship, we have none other than the man himself, Poe Dameron.
Poe Dameron (PS8) - T-70 X-Wing (31 + 10)
Push the Limit (3)
BB-8 (2)
Integrated Astromech (0)
Black One (1)
Sensor Cluster (2)
So with this Poe build, we have many options as to his action economy and defensive capabilities. The PTL/BB-8 synergy really comes in handy; we reveal a green maneuver, barrel roll with BB-8 (trigger Black One), boost with PTL (trigger Black One), perform maneuver and clear stress. This allows us to get an (almost) Soontir level of action every turn minus the stress generated by PTL, although it limits Poe a lot with regard to movement options. We don't have to proc PTL every turn but if we run Poe as an arc-dodger we probably should. We don't run Autothrusters on Poe for many reasons, the first of which being that we need to make room for Predator on our next pilot Wes. Second, we have Sensor Cluster to improve our defensive capabilities, and it works great on Poe (he's almost guaranteed 2 evades every turn provided he has a focus).
Wes Janson is the next pilot in the squad.
Wes Janson - X-Wing (29 + 5)
Predator (3)
R3-A2 (2)
Integrated Astromech (0)
We have Predator here due to the astromech upgrade. The X-Wing only has 4 green maneuvers, so clearing stress is really hard. This means that he probably won't get actions to make Wes' shooting more effective. Although his primary purpose is to stress an opponent and deny him tokens, pushing through damage is always nice. R3-A2 is there to limit the movement and possibly actions of our opponent's ships. There are a select few opponents that this ship doesn't really work against, such as Palp Aces with Captain Yorr.
Wes lives due to the next pilot:
Biggs Darklighter - X-Wing (26 + 1)
R4-D6 (1)
Integrated Astromech (0)
Biggs operates in the exact same way he does in every list. R4-D6 is there to mitigate some of the damage from alpha strikes coming from JM5Ks.
So what do you all think? Will it work in operation as it does in theory? What are the tragic flaws of my build and how can I circumvent them?