There is _always_ going to be some ship that is the most efficient you can get for the points. In a straight up point for point battle, _some_ ship is just going to win. So, what ship ought that be, for the game to be in it's healthiest state?
One of the thoughts I've had is that it should be the _blandest_ possible ship at the cheapest price. PS1. No reposition action. Minimal hull. Minimal shields. 2 attack. Maybe _1_ attack! 2 agility, maybe _1_ agility! A super bland dial.
Currently, there are 3 ships that come close to filling that niche: The (Rebel) Z-95, the (Imperial) TIE l/n, and the M3-A Interceptor with the Light Scyk title. As I understand it, none of them are currently the most efficient ship in the game, but that's a conversation for another day.
If any of those ships (or all of them!) were the most efficient, then we would know that bringing burst damage would _always_ be a useful tool. But we'd know that we wouldn't _have_ to bring burst damage in order to do anything. We'd be able to bring arc dodgers and know that they'd have prey- but we would also be able to bring heavy jousters, because they'd be able to survive the fire of a ship we'd be seeing a lot of. U-Boats would have been far less scary if we were seeing lists with 3 or 4 Z-95s that were capable of earning their points back. Similarly, Xizor gets much better if he had wingmates that were super efficient on their own. And Palpatine is simply not a huge threat when he's up against several good lists with 5 or 6 low value ships.
One of the weirder outcomes of this realization is that a naked T-65 X-Wing should _not_ be an efficient ship. That 3rd attack die would push too hard for every list to be able to survive it's weight of fire. Similarly, an ideal-world B-Wing should need to be filling at least 1 or 2 of its slots in order to get maximum effect. And a Knave Squadron with a point reduction sufficient to make it efficient would be _awful_ for the game.
For those of us who like to theory craft about game design, we should keep in mind what makes a ship unique, and emphasize its strengths and unique role within a fleet. For most ships, we should _not_ be aiming at "efficiency" without requiring the ship to be played to its uniqueness. For instance: The TIE Striker's Imperial Trainee should not be "efficient- that 3rd Red Die would be problematic. But if it can get 3 points of value out of Adaptive Ailerons, then it's become an interesting and different part of a fleet.
So: What makes a ship unique? If you have an idea, what makes your ship "inefficient", and how can it be played to make up for that deficiency?