It's always fun to throw fix proposals and see which one sticks.
It is often argued that the problem with the X-Wing is the same as the Kihraxz and other generalistic ships: specialist ships are usually just better at doing whatever they need done. So the X-Wing (and others) don't find a place that another ship doesn't do already better.
When designing a list, you usually select your ships so that they fill some roles you want covered. One is a damage dealer, another is a buffer, this is an alphastriker, this one is an arcdodger... So it is normal that you just choose the ships that are best at the roles you need.
The X-Wing was a polivalent, versatile ship, that could perform a variety of roles just good enough. That doesn't translate very well to this game because you need to equip your ships with the right tools for their role, if they don't bring them with them, and even when the X-Wing can equip ordnance, astromechs, modifications and talents that can help them doing some role or another, you need to commit to the selected upgrades, and still they aren't that great at them.
So I propose to give the X-Wing an advantage other specialist ships don't have: reactive configuration. Inspired by Scum's Azmorigan crew card, or even the Hangar Bay format, look at this title:
Versatile
X-wing only. Title.
Your upgrade bar gains a (torpedo) icon, and you may equip a second different Modification card.
When deploying during the Deploy Forces step, equip any number of upgrade cards whose combined squad point cost is 8 or lower.
Cost 6.
With this, after seeing your opponent's list, you can re-equip your X-Wings to better fill a role that will help you fight that fight.
This also give them up to a 2 point discount (without allowing 5 of them on the table), fixes the problem with Integrated Astromech taking the valuable Modification slot, and doesn't buff Biggs (you don't want to equip so many different things on him anyway).
If you bring some X-Wings to face some aces, you may equip them with Engine upgrade, Push the limit and R2 astromech.
If instead you face TLTs, equip Engine upgrade, Autothrusters and R3 Astromech.
If it's some big ships, bring Extra munitions, Proton torpedoes, Integrated Astromech, Guidance chips, and Targeting Astromech.
Et cetera. You have a 8 point buffer to try and specialize your X-Wings for whatever you need.
Edited by Azrapse