The TIE fighter's the balance benchmark to which FFG attempts to calibrate the rest of the game. When the TIE fighter gets pushed out then FFG tends to look at nerfing rather than buffing. Otherwise we'd get into an endless loop of fix leapfrog.
And yes, swarms are very demanding of pilots; that's why swarm flying should get a reward in the TIEs ability to compete on the mat.Overpowering difficult ships isn't a good way to achieve balance.
I get your point Blue Five; but the contrary point is: Overpowering simple ships isn't a good way to achieve balance.
That's not a counterpoint, that's just replacing one word with an antonym.
What I'm saying is you can't factor player skill into ship balance. A TIE swarm is harder to fly than a fat turret list: a low skill player will probably have an easier time being successful with the two ship list than a seven ship list as there are fewer parts to think about and fewer decisions to make. You could fix this by powering up the TIE fighter so that the low skill player's ineptitude with the TIE swarm is balanced out by the TIE swarm's greater power. If you do this you create the same problem at the other end: a high skill player with a TIE swarm will now dominate a high skill player with a fat turret.
I disagree, it is a counterpoint; it is clearly an argument, idea, or theme used to create a contrast with the main element. Your main element or theory was that "powering up" the TIE fighter would be bad for the state and balance of the game. This very possibly could be true. My counterpoint is: it is just as arguable that the introduction of ships and abilities like Turrets, TLTs and amazingly powerful flying freighters was a direct "powering up" of simple to play and move ships that was actually bad for the state and balance of the game especially in regards to the iconic and originally formitable TIE swarm.

