Ever since the Bwing war released, the Xwing has been in a poor place. With a great many excelent pilots, the ship's price and statline have held it back, especially with no pilots below PS7 bringing an EPT and the torpedo slot's historic uselessness. Even once the T70 released, offerig an extra supershield to the Xwing with Integrated Astromech and bringing it ALMOST on par with the Bwing that pushed it out... the Bwing itself was priced out of the jousting market by first BTL-TLTs, then Torpedo scouts, VCX and now X7 defenders. And the T70 itself was balanced to hit that same Bwing-level efficency target- for all it's improved statline and maneuverability, its less efficent in a straight up firefight than a good old rookiee once you include price.
The subject of "Xwing fixes" is a controversal one, ranging from flapping wings and studdering lasers, to sacrificing the Xwing's iconic torpedo launcher for system or crew slots, to simplle defensive buffs or maneuver upgrades that make Biggs even more ridiculus, or dillute the Xwing's identity as a jouster.
My own approach is, like the Tie X1 Advanced, a multi- card solution.
Which brings us to the second part of the fix...
It's Expert Handling crossed with Lieutenant Lorir, the Interceptor pilot. Nothing here is Xwing exclusive, and it should be priced appropriately for any pilot- more than a normal barrel roll via EH or VT, but less than a speed-enhancing Engine Upgrade (and the same as R7T1, which gives a bonus on top of boosting in exchange for a limited trigger). As an Action card, it can be combined with experimental interface, but unless you have barrel roll on your card (or your name is tycho) that's probably a bad idea. Being an action card also means it doesnt combine with Primed Thrusters on the T70, (Or GSS in my Bwing half-ace-pack) though of course Pattern Analyzer still works.
It's pure pilot skill, anyone can do it, so it doesn't dilute the Xwing's identity as a jouster. But it opens up the entire front half to be potentially in your firing arc at the cost of dice mods and possibly a stress, which makes jousting an arcdodger more reasonable.
And then theres the Xwing's iconic torpedo slot. Used in New Hope, Jedi and Force Awakens to defeat planetkillers, and a standard of videogames and starfighter-focused novels alike, the slot often lies empty on this dogfighting game- Especially on the Xwing or T70, where Guidance Chips competes with Integrated Astromech (or autothrusters) as the fix of choice.
Usable on any ship with a torpedo slot, it stops the equipping of any other torpedo upgrade, including Extra Munitions, in exchange for a single powerful Proton, Ion, or Advanced torpedo for less points than normal At the same time, while not increasing accuracy, it makes the torpedo hit even harder when it hits. rewarding a ship for doing everything it needs to do to actually fire a munition. Without guidance chips, it remains more useful against low agility targets like decimators and shuttles- which is appropriate for the less nimble torpedo compared to missile upgrades.
Which brings us to new Xwing pilots!
Corran's partner isnt your usual astromech. He has espionage programming, advanced slicing gear, and extensive criminal databases. In short, he's a robotic Intelligence Agent.