Something I've been thinking about lately is that often there is more incentive for an Imperial player to withdraw/incapacitate a wounded hero rather than wound a different hero. Removing an entire activation which may include 1500-2000 credits of items as well as a bunch of XP upgrades greatly increases the chances of the Imperial player's success. Also, often some heroes will be much easier to damage than others; once wounded, continuing to attack the wounded hero can be significantly more efficient per attack especially if the other heroes have more defensive tools (not to mention wounded heroes have a more challenging time recovering damage due to lower endurance).
When a hero is wounded, they typically lose 1 speed, 1 endurance, one starting ability and become worse at attribute tests but is this enough? Wounded heroes are nearly as effective as healthy heroes in removing Imperial figures from the board which makes it quite enticing for the Imperial player to withdraw the hero altogether.
For me the main deterrent to withdrawing heroes when playing a campaign with friends is that I would imagine that doing this frequently is a good way to reduce the number of people that want to play the game again. However, as someone who approaches the game more competitively (vs more GM style), it seems like taking this option away from the Imperial player shifts the balance in the Rebels' favor. I would prefer that it be more rewarding to wound a different Rebel player so that everyone can still play but I don't think the current wounding system always supports that.
As an Imperial player, have you found it to be a good strategy to withdraw/incapacitate Rebel heroes? As a Rebel player, has the Imperial player ever withdrawn your character from a mission? What was the impact?