Last weekend I've printed out some proxy cards for some of the Wave 8 figures for casual skirmish, and boy does it make a difference.
Alliance rangers are actually very good in terms of damage. The damage output is comparable to eStorms due to its auto +1acc and rerolls. Their optimal range is at 5 spaces. I think a solid Rebel list might start with 2 rangers in the future, just like some of the popular Imperial list starts with 2 eStorm right now
Jet troopers are surprisingly weak. The regular version is total garbage (maybe if you really need some extra troopers AND you happen to have 4 pts left). The elite version is also extremely situational: you have to be within 2 space of enemy and frankly an extra blue die isn't that much damage. Pro: an extra blue dice. Con: must be within 2 space, dies pretty quickly, too many surges goes to waste due to inability to reroll. My eJet got completely destroyed by eEBT and it wasn't even close
some extra stuff:
rGamorrean Guards are also total garbage - I don't think I'd ever run more than one, that auto -1dmg and suffer strain to reroll atk dice w/ only 5 health means...I really can't think of a good situation of when these guys would come into play. Running some numbers shows these guys only have (against a black defense die) a roughly expected damage of 2 or 3 dmg per attack. eStorms beats them in every way possible
eGamorreans however are totally worth their points - they're like the inverse Royal Guards (buff themselves vs. buff everyone else), but they hit much harder than rRGs due to the nerf and the reroll
P.S. Never send out RGs on their own. They're tough & frightening but they will go down easily if there's no backup troops. Also eRGs are usually not worth it