Hello folks! The amazing work by Razgriz25thinf has inspired me to get off my own duff and set down some of the card ideas that have been kicking around in my brain for a while. When they did A-Wings the other day, I called dibs on B-Wings. They gave me some pointers for how to get started, and here we are. So:
It may seem strange that anyone would try to fix the B-Wing. They are, after all, a ship that has consistently been in top tier lists. However, those lists tend to feature lower PS pilots. Despite being the Swiss Army Knife of the Rebellion, B-Wings frequently do not make use of the upgrade slots they have available. There are a bunch of great pilots, but they lack that little bit of oomph for those great pilots to see play. So. I've created an expansion that has 1 new pilot, 3 new titles- 2 of which were specifically designed for aces- a new crew member, a couple cool ideas for Nera Dantels, and... one idea that's a bit bananas. Shall we?

(Art from:
http://starwars.wikia.com/wiki/A/SF-01_B-wing_starfighter/Legends)
Notes:
This is a very simple card. Cause damage, get a reinforce token. The idea behind this title is to create extra survivability for higher PS ships. They attack first, and are thus more likely to get a the reinforce token when it is needed. Ten Numb with VI and a Mango cannon should be an ace hunter extraordinaire! Instead he very rarely sees play. This title would help him stick around long enough to do some real damage.
This title is zero points because every B-Wing Ace is overpriced. All of them. Since the only ships that are going to expect to see value from this title are PS7 and higher, I think knocking the price down to zero seems fair.

(Art from:
http://starwars.wikia.com/wiki/A/SF-01_B-wing_starfighter)
Notes: (There is a new version of this card, incorporating some feedback. The new version of the card is at the bottom of this post. The idea behind the card itself is still the same, however)
Like the Blade Wing title, Integrated Cannons will also tend to be used by higher PS ships, and for the same reason.
The difference is that it will tend to be built for Rebel Control lists, rather than pure Damage lists. I've always been a bit bothered by the fact that high PS ships give up a lot of their ability to do damage if they want to take Ion cannons or (especially) Tractor cannons. B-Wings no longer have to make that choice. In fact, the way I have worded it, if you're equipped with a Flechette cannon and manage to tag a stressed Soontir Fel, Soontir is taking a second stress token. We might actually start to see Flechette cannons... ever!
In theory, this offers a great deal of value and isn't costing points. However, the cost of the upgrade is basically the same cost as whatever cannon is added to the ship. In my mind, that seems like a very fair pricing. I could see it going up by (maybe) a point, however.
I would like to think that both higher PS focused titles will be viable, however, I have a strong feeling that one of them or the other will be the one that actually sees the most use. So be it. ![]()

(Art from:
http://www.starwars.com/databank/b-wing-fighter)
Notes:
Even the lower PS B-Wings have been pushed out of the meta over the past year. They're very nearly 100% efficient, but "very nearly" isn't quite good enough anymore. This upgrade makes lower PS ships a bit tankier. Not a whole lot, as they very rarely will have 2 green dice to roll, and it's dependent on having a token while they're defending, so lower PS ships won't be able to rely on any FCS shenanigans. This upgrade makes mitigation of a single point of damage a bit more reliable, but it doesn't guarantee it at all.

(Art from:
http://starwars.wikia.com/wiki/Roos_Tarpals)
Notes: (There is a new version of this card, incorporating some feedback. The new version of the card is at the bottom of this post. The idea behind the card itself is still the same, however.)
B-Wings ought to be the premier heavy attack craft for the Rebellion. The fact that they are not has always bothered me.
Part of the problem is that the lower PS ships lack the action economy to get both a target lock and focus on the attacking turn. This crew member helps alleviate that concern by giving a free target lock token (even when the pilot is stressed).
In order to equip any crew members, a B-Wing must give up its mod slot- and thus cannot use Guidance Chip. That card is instrumental in allowing munitions to hit hard, and so I wanted to give some of the effect back to B-Wings. I didn't want to make the card strictly better, however, and so it goes from blank to eyeball.
I think this card should probably be about 3 points total, instead of 4 points for the Crew + B-Wing E/2 mod. In the next set of edits, I think I'll change that.
I've got the card set for "B-Wings only" right now, because I haven't sat down and really thought about what this crew might do for- say- the Falcon as flown by Lando. And maybe it would be OP on Super Dash. I'm not sure yet, so I wanted to restrict it until I could get some quality brainstorming taken care of. What do you think?
Note, too, that secondary weapons are still considered "equipped" even after they are "discarded". This means that an Alpha strike list will still have a bit of action efficiency to it even after it fires off its munitions. Since B-Wings are heavy fighters, I thought this would help a great deal.

(Art from:
the default one for Strange Eons X-Wing package. It just seems to fit really well, and I'm lazy.)
Notes:
Why not?
I like the idea that B-Wings can equip whatever they need to given the situation. Y-Wings get bombs, so B-Wings get missiles. Seems like a fun idea. Plus, you have that other torpedo slot left over for Extra munitions. It also allows a B-Wing to take Long Range Scanners, something I don't hate at all.
Extra text to make it usable for Nera Dantels, for whom this card was basically designed. I love the idea of her with Advanced Homing Missiles creating a Range 2 Bubble of Doom.

(Art from:
http://www.starwars.com/databank/hera-syndulla)
Notes: It's Hera. Obviously she was gonna end up in her Blade wing. Duh.
She's the same basic cost as Keyan Farlander, and I like that their abilities are both very different, but make use of the B-Wing in interesting ways.
Hera with Stay on Target could make basically any maneuver on her dial- making her incredibly unpredictable, and nearly impossible to block. Doing so means that she would have to move at PS7, however, which would allow opposing aces to move around her.

(Art gleefully stolen from:
https://community.fantasyflightgames.com/topic/197945-guidance-chimps-new-cross-section-released/)
Notes: This is an idea I've had kicking around in my head for quite a while. How long? At one point in Wave 2 or 3, I built a card like similar to this for Z-95s. I called it "Wraith Squadron".
The idea is that Blue Squad or Dagger Squad are composed of whoever is in the crew compartment. So Ezra or Gunner or whoever are the ones flying the B-Wing.
I'm not sure this idea can ever be made 100% practical- I think a "fair" price for some combinations would be OP for others, and that a "fair" price for the later would make the former nonviable.
I do, however, love the concept and wanted to share it with you folks. So I have used a whimsical name and picture.
If anyone can come up with a good price for this generally, please let me know! I'm eager to see this work.
Update:
I'll be posting this update in both original post of this thread and in it's own separate comment.

Notes: (There is a new version of this card, incorporating some feedback. The new version of the card is at the bottom of this post. The idea behind the card itself is still the same, however)
Target finder now costs a point less, making him 3 points to equip on a B-Wing. He still has the restriction to the B-Wing until we look closely at weather he's broken on non-B-Wings. He's currently designed to be a munitions-enabling card that also lets you keep some punch after you drop a pair of torpedoes or missiles. That's how I'd like to keep him.

Integrated Cannons now costs 2 points instead of zero. Or, differently, 3-5 points instead of 1-3 points, depending on what cannon you take with it. Also, there was some confusion regarding what the card itself did, so I cleaned that up a bit. I hope it's more clear now.
UPDATE 2:
I'll be posting this update in both original post of this thread and in it's own separate comment.
I've changed the Target Finder card slightly, as well as added a new System card

Notes:
This update comes from a conversation I had with a friend, who pointed out that the second card made PS kind of irrelevant. With this revision, you will be able to get a Target Lock for free, and beyond Range 3. but you're a) telegraphing your intentions and b) vulnerable to things like the Black One title and Expert Handling. Not to mention plain old arc dodging.

Image from:
http://poorgreypilot.blogspot.com/2015/07/do-barrel-roll-discussing-idea-of-x.html
Notes:
The basic idea behind this card was to give a small advantage to mid PS ships that would otherwise be edged out by their lower costing, lower PS siblings.
I actually have high hopes for this on the TIE S/F, though it might be a bit OP on higher PS ships generally. I may have to restrict this card to ships below PS 8.
Edited by Punning Pundit