I just realized that over the last month I've been building lists that take advantage of zero-cost upgrades ... and I think this is an idea that FFG needs to embrace to deliver even more variety and "unpredictability" to X-wing.
Sure, none of the zero-point upgrades that we have are "amazing" (and they shouldn't be overly powerful if they don't cost anything) but I've built plenty of lists where ships have upgrade slots that go unused.
Heck, most casual and competitive players end up flying lists with empty upgrade slots ... and that's a wasted opportunity for both players and the developers.
I'd like to suggest to FFG that every "non-weapon" upgrade type should have "at least" two zero-cost upgrades available to every faction.
Sure, some zero-cost upgrades can be unique (like the Rebel-only Chopper crew card or the Scum-only "Genius" salvaged astromech), but each faction should have access to "at least" two zero-cost upgrades for every upgrade type.
That way every player can do "something" with the otherwise empty upgrade slots ... even if that zero-cost upgrade doesn't provide much of a tactical advantage during each match.
Again, I'm excluding weapons (cannons, torps, missiles, turrets, etc.) from this list because you should have to pay points for weapons ... but I think it's fair to let players have free non-weapon upgrades as long as those upgrades aren't overpowered.
I like how Collision Detector allows you to avoid damage from debris and adds some variety to the game by letting you boost, barrel roll, or decloak onto obstacles. I like how Chopper lets me perform an action if I'm stressed and absolutely "need" to take an action even if it causes me damage. Similarly, we've already seen several zero-cost EPTs that aren't "amazing" but can be "useful."
Free upgrades also make small-ship swarm lists that much more viable and give players the freedom to risk adding higher pilot skill ships to our lists and add a unique pilot ability to a list without burning too many points on upgrades for that pilot.
So, bring on the zero-cost tech upgrades, the zero-cost illicit upgrades, more zero-cost modifications ... bring on the variety.
To spark some ideas, here's my first suggestion:
Target Scrambler (modification) - 0 points:
"When defending, if you have a target lock on your attacker you may spend your target lock to re-roll any number of green dice."
This would allow target locks to be used defensively and I think it's fair to make this ability a free upgrade because it only works if you have a target lock on the ship that's attacking you ... and if you spend your target lock you obviously can't use it for a future attack. Also, you're just re-rolling your defense dice so there's no guarantee you'll get an evade result.