Last night I had my first chance to fly a TIE/sf, and of course I had to try out a Baffled Quickdraw.
My approach was to give him PTL and an extra shield, for a potential four rounds of Activation Phase attacks.
From there, I decided I would try to make all my ships at PS9, no matter how foolish the resulting list would be (think of Topher Grace saying "all reds" and laughing like a lunatic in Ocean's Eleven ... that's how I say "all nines" in my head).
Thus a fairly typical ATC Vader, and to fill out the list, a criminally under-built Inquisitor with Adaptability to 9. (Finding a third ship to reach PS9 with the available remaining points is quite a challenge for the Empire.)
The list appeared as so:

I got to play three games last night against an opponent who was locked in on his forthcoming Regionals list, which consisted of a Crackshot Tomax with ordnance, Crackshot Howlrunner, and three Crackshot Blacks. Overall my "All Nines" list went 2-1 against his, and I had the advantage of previous experience observing his deployment and formation flying habits from a couple of games last week.
What really astonished me is the power of having ships able to move and select their actions AFTER another ship had already made its Activation Phase attack.
Quickdraw could move first, hopefully getting a safe flank position on the enemy, then PTL TL+F (or BR if needed), Baffle off the stress and a shield, then as a result of losing the shield perform a 3 or 4 dice fully modified attack. If he got lucky and cleared a ship off the board (I don't actually think this ever succeeded, but the theory here is what I'm focusing on), then the other two ships activating after him could adjust their position (both had Boost and BR) and/or TL selection based on the outcome of the pre-combat shot.
This was a revelation in tactics to me, that honestly I did not grasp until probably the middle of the first game. Although, I'm not sure in the instance of Quickdraw whether there's any other potential build that gives this flexibility (after all, it only works if QD's wingmates are equal or higher PS than his, which is fixed at 9 in this configuration).
But it raises interesting possibilities for future capabilities in the game, and maybe other existing pilots that could take advantage of action flexibility during activation based on pre-combat attacks.
Cracken with Snap Shot granting an action to a PS10 Poe before Poe has activated, for instance.
Any other examples?