A couple things:
BB-8, push the limit is fantastic on PS9 Poe. It just doesn't leave you a lot for other T-70s since he wants autothrusters, primed thrusters, and black one. I think he's superior to regen Poe in most circumstances. You have to play him differently though - closer to an imperial ace like soontir being all about arc-dodging. He's 1 of 2 ships in what is probably my best list.
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Snap with bb-8 and daredevil is so much fun. I used him with Blue Ace (r2 & IA) and Asty (Expertise, m9-g8, vectored thrusters).
Played against Upsilon Shuttle with advanced sensors, general hux, experimental interface and inspiring recruit. The rest of his list was 2 lvl 1 defenders with tie X-7. Every round he could advanced sensors, coordinate, experimental interface for Hux putting another focus on each ship and then bump into a k-turning defender (defenders could k-turn every turn so that one would always be blocking the shuttle).
Snap let me start my forces in a 3 ship formation from which he immediately breaks off and flanks through the asteroids up the right side while my other two ships slow roll, 1 through the middle and the other up the middle left. I catch one of his defenders out of position and am able to block the 4k. knowing that defender must commit forward, I'm able to bb-8 forward 3 and free boost with snap, crossing across his other defender and remaining out of arc of the Upsilon. I get 3 T70s with modifiers and range 2 shots on his defender while he has to split shots onto Asty and blue ace. Asty took 2 shield while I removed all shields from the defender that round.
Next round he was stuck being unable to k-turn that defender given asty's placement. He used it to block both a potential tallon turn and his upsilon. I had considered trying to peel off, dodge arcs and line up for another run but he could block me into some bad situations with his PS 1 defenders so I slow played, accepted Asty's likely death in exchange for prime shots. I slow rolled my T-70s with 1 speed manuevers giving them all shots on the wounded x/7 and the shuttle. I killed the wounded defender and put shots into the shuttle stripping a few shield. For his bravery, Asty was pulverised by the shuttle and defender at range 1.
At this point my T-70s were too close to the shuttle. He had no way of stopping them from getting behind the upsilon (my remaining two t-70s could both functionally boost for a hard 1 after moving). I got both my behind the shuttle while he could keep the defender on one ship. The game wound down with that lone defender trying to pump through enough damage on un hurt t-70s as they razed the shuttle and then turned to the defender.
- Daredevil came into play on multiple turns and makes snap unbelievably manueverable. I feel like his loadout was what allowed me to separate forces on an instant flank and rejoin for the 2 rounds later for the opening round of fire. I believe snap can out-turn every ship in the game as he can 2turn, free boost, then daredevil a 1turn. Typically I think daredevil is terrible but this isnt the first time its done well for me in a hyper aggressive T70 list.
- Vectored thrusters asty didnt really get a chance to shine given how the game played out. I was hoping he would survive the opening to start tallon-turning with a boost or barrel roll to reposition. Expertise was nice in that I could lock with him and use him as a decent spearhead of damage. In a rebuild I would probably drop vectored thrusters to put primed thrusters on both snap and blue to facilitate bb-8 after daredevil or blue's hard boost after a talon turn.