Ok, went on a different track for these ones.
Scramjet Variant: This is directly porting over the title from the new TIE Striker. The initial reaction to the Striker was somewhat underwhelming for such a cool new ability to be added to the game, and I think this is because its joining the Imperial faction which already has a lot of really effective mobile ships. Scum, in contrast, really don't have an effective mobile fighter, and I think this could fill that role nicely. Lore-wise, this reflects the very large wing attachments that look to me like ramjets or scramjets. Points-wise, its got the same 0 cost as the Striker, which I think is very comparable as a ship and already 3 points cheaper, so I'm ok leaving this as 0. It is a bit of a drawback as well, as with the ship's dial the minimum effective distance forward it can move in a turn becomes 4. Giving it this title gives it a hell of a lot of vroom, which could be tricky to really effectively use, which I like for the idea of an overcharged, souped up scum ship. I also think it will be a lot of fun.
Vaksai Variant: This probably seems like you're getting a lot for the cost. Twice the effect of a hull upgrade, plus a regen ability comparable to the rebel regen options, is a lot for 5 points. However, this is I think balanced by the fact that the ship was already pretty significantly overcosted for what it could do, and this title does not really fix the big issue of this ship, which is maneuverability. Instead of mitigating the weaknesses, this makes the ship a bit less susceptible to them. What it gives the scum is a really rugged fighter that can go the distance as a support ship. Regen-wise, its probably slightly less effective than R2-D2, because even though the trigger is easier to achieve, it happens after the combat phase, and more significantly the Kihraxz's max shield of 1 means that it cannot retreat for several rounds to build back a stock of shields. For the lore, the Vaksai was a heavy-duty version of the Kihraxz, so I think it fits.
Vectored Deflectors: The game really doesn't favour all-purpose fighters or jousting ships right now, so this is an attempt to boost the joust a bit. Its a better version of the Concord Protectorate title, but where that ship wants to be right in at knife range and has the maneuverability and defense to get there, the Kihraxz it hoping to be exchanging long to medium range head to head fire. It takes up the missile slot, so taking this will mean sacrificing the ordinance role. The Kihraxz will be entirely reliant on being able to get into jousting situations. Given that, and that you're already paying for the missile upgrade slot, I think its a fair 0-cost alternative.
This isn't Kihraxz-only, so given the restrictions the other ships that can take it are the A-Wing, K-Wing, Z-95 and Scyk. For the A-Wing, I think this actually presents a pretty interesting choice with the Chardaan refit. The K-Wing gives up a lot in not being able to equip ordinance, but would still be possible to use with a turret. However, the K-Wing really doesn't want to be jousting, especially with a turret, so I don't think this would overbalance it. The Scyk certainly needs all the help it can get, so I'm not concerned there. The Z-95 is the only potential concern then among the other ships, as swarming them with this defensive buff might get out of hand. I'm not sure though, and the Headhunter already has less defense than the swarmable TIE. Still not sure.
So what do you all think of these?