Probably going to get shot down with this statement, but here goes. Up until last year, X-Wing has been an incredibly well balanced game.
To be fair, it's still a fairly well balanced game, and FFG seem to work quite hard to fix things when the balance is broken (as we've seen with the recent FAQs.) The only things that are difficult to fix with an FAQ are point costs of ships/upgrades (can make them better value with upgrade cards like Tie/X1 but not make them more expensive) and manoeuvre dials. And the only ship that's massively broken points wise I'd say is the Jumpmaster (way too cheap, especially if you compare it to the YT-2400 which has a similar stat line, costs more, and less upgrade slots. Also explains why they've had 3 goes at fixing it so far.)
But I've noticed a bit of a power creep of extra green on dials that doesn't seem to be reflected in points costs. If we exclude the nimble Tie series, your typical ship in early waves either had 4 green moves (X-Wing, B-Wing, Z-95), or two for the clunkier ships (Y-Wing.) Since wave 7, they seem to have been going nuts. the YV-666 has an extra green, the Jumpmaster, U-Wing and ARC-170 have 6 green moves. The Shadow Caster has a ridiculous amount of green for it's point cost.
It makes the older ships more redundant, and reduces the effectiveness of stress upgrades like tactician, flechette torpedoes and Raymus Antiles, and makes things like Atani Mindlink more powerful. Some of it doesn't seem to fit thematically either; I'm not sure why a huge freighter like a YV-666 is easier to fly 3 forward than a T-65 X-Wing, or why a bulky troop carrier like the U-Wing would be easier to fly than a nimble freighter like a YT-1300?
Also, why can ships that are not very agile like the Quadjumper or the Scrrug H6-Bomber do sloops/ talon rolls when the agile E-Wing can't?