The TIE Fighter has largely gone by the wayside in the current meta. Long a staple of Imperial lists for its blocking and jousting potential, the high defense in power lists has rendered it's 2-dice gun largely unimportant, while action-free dice modification has made its blocking ability less significant.
I think it is not an obsolete ship, however.
A lot of my Imperial squads recently could be broadly described as "weighted triple ace", basically one of the Imperial Pocket Aces (usually Omega Leader) and two more capable aces. I took a squad like this to Regionals this year, making top 8 with Rexlar Brath, Quickdraw, and Omega Leader. The general idea is that the small ace as a third ship lets the two bigger aces to be more capable and more effective at securing the win in the end game. Playing this squad archetype, however, opened up ideas about including 2 TIE Fighters in the pocket ace position. Some meta analysis makes me think they have something to offer.
Imperial Meta:
TIE Defenders, everywhere. Countess Ryad is the most significant TIE Defender threat, because she is the primary enabler of Vessery. However, her offense, and therefore the offense of the Ryad/Vessery combo, is very action dependent. With the x7 title encouraging a select number of moves, she is very blockable on the approach, denying the majority of her squad's action economy. TIE/x7 defense is largely action independent, but their offense is not, and a single Evade token is a poor defense agaisnt serious offense from 2 heavy aces and perhaps a close-range TIE Fighter.
PalpShuttle. TIE Fighters have their strongest attacking power agaisnt low AGI ships, such as a Lambda. They also move before the Lambda, taking away an important control tool in Lambda blocking, and reducing it's significant offense.
Decimator with Hotshot Copilot, Gunner, and/or Kylo. The Decimator is the most favorable defensive profile for TIE Fighter to attack. They do a lot of damage for their 24 points against 0 AGI. Furthermore, the Decimator will likely need both its shots to shut down an ace with Kylo, which leaves 3 ships (an ace and 2 TIE Fighters) to deal damage. You sort of get a 4-ship list on the cheap vs this kind of target.
Rebel Meta:
Miranda/generic K-bombers: Another good target for TIEs with her 1 AGI. More importantly, blockers shut down SLAM and action bombs, protecting your aces from one of its hardest counters.
Ghost: Like the Decimator, TIEs get cheap attack dice for their points. Ghosts don't hate blockers, but stopping that K-turn or blocking a Ghost onto a rock can be a game winning move.
Rey: Rey hates having her S-loops blocked, and the TIE Fighters can do meaningful damage out of arc.
Scum Meta:
Bossk+ something: TIE Fighters can engage Bossk and do good damage for the points while you keep the aces away. This opens up a lot of opportunities to engage in ways that don't result in the immediate loss of an ace to a giant Bossk Homing Missile.
Mindlink: Mindlink's resistance to blocking gives TIE Fighters limited utility agaisnt Mindlink lists, but they do offer valuable service for blocking Fenn Rau so he can boost to Range 1. Limiting his range control can be tremendously valuable. The guns will still contribute damage vs Manaroo and the third ship in the list.
Anyway, I'm sure I'm missing some weaknesses, and probably some strengths, but I think the humble TIE Fighter deserves consideration for players that can use the utility of a couple cheap blockers. Thanks for reading, and for any thoughts you may have.