This is not a post of whining, or crying for nerfs. It is just an observation about the state of the game. Feel free to add thoughts.
Let me preface this with the following: I love this game and I love Star Wars. Very much. But even though I love it, I can see its flaws. The following piece is not a complete summary of my game experience, its just the problematic parts I'd like to see fixed.
The game has problems. I'm not talking about balancing issues that come from badly playtested ships (Jumpmaster), but serious conceptual problems that by now have leaked into the gameplay and affected the competitive meta in a drastic way. Certain ideas don't work as well as intended, and the nature of the game (by the virtue of being a game) warps other ideas. That happens with EVERY game. This is not a fault of the game designers', this is something that is bound to happen. It's part of the process. But it does not mean things have to stay this way. With 10 published waves, and countless other releases FFG is gathering the experience to fix this. So what are these problems? (according to me)
1. Ordnance
This is a big one. Ordnance haven't been part of healthy game play for most of it's existence. It's either too powerful, or seriously overpriced and lackluster. The balance seems to be too fine to find, and even then, a new release could break everything (which results in Deadeye type of nerfs). What causes this?
Ordnance doesn't have clear definitions. Missiles and Torpedoes are essentially the same slot, with barely any differences. They both rely on the modification slot to become effective, and sometimes the EPT as well. With such heavy investments 1 shot rarely if ever worth it. Bombs are seeing a resurgence, but that is due to nearly limitless placement options (K-Wing) and guaranteed damage (Sabine). Hopefully we will see some diversity in the future, but the problem remains unsolved.
The type of ship relying on ordnance is questionable as well. Certain ships have only 1 slot, (X-Wing, Khiraxz, Defender, TIE Advanced) and these have potent attack dice as well. How is it worth it for them to pay 4 points for 1 red dice increase for 1 attack, requiring a target lock (most commonly).
Other ships have high number of slots, and low attack values. Here the combined cost of several ordnance cards is raising the ship's cost into astronomical heights.
It is apparent that ordnance is clearly not different enough from primary weapon attacks, and it is too expensive. Many ships rely on ordnance, and they all have sub-par options when compared to high native attacks. In the case of ships having both a high attack value and ordnance slots, ordnance is almost never used.
2. Imperial Doctrine and Green Dice Defense
Okay, so this is actually bigger than it seems. Imperial ships (some of them) are based on the idea of being mass produced, and they are quite agile. This is represented in the game as they have less upgrade options than rebel and scum counterparts, and they rely more on green dice than hulls and shields as defense. Both of these ideas pose inherent balnce issues in the game.
Green Dice heavy defense is countered by automatic damage, but large hull defense does not have inherent counter. This places high agi -low hull ships at a disadvantage in a meta where autodamage is prevalent (like now-ish).
Less upgrade slots (and the lack of a faction specific slot) result in a situation where each powerful upgrade available to all factions will boost rebels and scum more, and with the lack of the imperial only slot contributes to the lack of faction identity reinforced by mechanics.
3. The disconnect between the Fluff and Game due to powercreep
Most continuously developed games have powercreep in them. This is expected, and can be handled, but in this game the situation is alienating fans even more. Why? The first few waves are the waves with iconic ships, and with each new release they become less and less good when compared to the latest ships.
In other settings this is less of an issue, as the fluff does not have that much of a character. Of course, your favourite character can be still nerfed or become obsolete, but when everyone's favourite character (ship), eponymous with the game, is obsolete, it is no longer a personal problem of some players, but a major issue with the game. Like it or not, this is a Star Wars game, and TIE Fighters, Interceptors, Bombers, X-wings, Y-wings and A-wings SHOULD play a central role in at least some of the lists, with pilots like Luke, Han Solo and Vader as the go to pilots. If the most popular pilot is a character with 5 seconds of screen time and no lines in a flying toilet seat, the game fails at being Star Wars.
So here comes my question. Can these problems be fixed, without a costly second edition? Can FFG's current business model be tailored to hand out buffs, nerfs and erratas in sufficent numbers to change the game? Are there other problems of this magnitude? What do you think?