My experiences with the TIE Striker have been:
Triple X7 Defenders / Double D and Palp: K turn behind and stayed there until it died. Only having a single action per turn really hurts and you cannot turn around like the Defender can and stay in the fight. If you do use your Adaptive K / S-loop, you are taking modified hits against your naked defence and then have to clear stress next turn and I generally lost the ship after that.
Dash / Miranda: Well that four dice focus/target lock made short work of something that has three agility, a single modifier and four hull. TLT Miranda also spanked them quite well, TLT ruins them and so does a five dice homing missile. .
Ketsu / Bossk: Again, Bossk + Homing Missile + Zuckuss + 4-LOM at PS9 was a killer. Then you had Ketsu reducing agility, hitting, reducing it again and then Bossk spanking it. Both being PS9.
RAC / Brath: RAC fired and hit, Hotshot CoPilot forced the spending of the focus token. If he missed, gunner kicked in and hit. Rexlar did mean defender things and punished them ruthlessly. Both being PS10.
I love the look of the ship, I want to do well with it but . . early games have been crushing. Sure, Pure Sabacc can potentially roll out five dice at range 1, but its only got a focus token for modifiers and that isn't enough, unless you get lucky, lucky in a game running on consistent efficiency. I feel like you need to run something with them that can help offset their tokens, almost like if there was an Imperial Mindlink that you could use and abuse!