I mean, look at Worlds.
I've had the growing thought that in order to play a list with a fair shot at competitiveness across the board, you'll need fighters. There's almost literally no drawback to investing in them, especially Rebel fighter swarms. Once you have a lineup of fighters between you and the enemy it's only a matter of time before the enemy collides with the wall and is easily able to exhaust the target ship's defense tokens rapidly with repeated attacks too small for one brace to counter effectively.
The lists I like to play are heavy Star Destroyers... one ISD, two VSDs as gunship support. My last attempt was putting a single Raider in with Quad Laser Turrets, Kallus, and a title. It did something like three points of squadron damage after it moved before it died, leaving me with no squadron response. My VSDs crumbled soon after.
When I think about tweaks, anything effective moves me away from the heavy gunship builds because QLTs, even with ship support, isn't enough to kill rebel fighters. In a perfect world, over a turn, a VSD with QLTs is doing two points of damage to every squadron it interacts with... if the dice behave. Meanwhile, those X/B/Y wings are obliterating shields and chewing away hull.
So I'm forced to downgrade the VSDs to GSDs just to get access to the two dice AA stat and be able to have a turn engaging my targets instead of dying in transit... but there goes the archetype of max-hull heavy battleships, unless you want to go tripple ISDs. If I keep the VSDs, it's switching their function to carrier builds so they can project damage beyond the range of their batteries.
All this thinking is leading me to the wonder, yeah, if effective lists MUST require fighters. That means for Empire maxing out on TIE bombers with Rhymer and Ruthless Strategists... or an ace mix. Generic TIEs and Interceptors die to capital ship sneezes after all.
Rebels still have Yavaris, and with Bomber Command Center support they'll have the crits they need. Rieekan makes it all the better.