Okay. So....the TIE Experimental project is an interesting bit of the background - designing remote-controlled fighters run from control ships.
You could easily duplicate this with a crew card for a TIE shuttle or Lambda Shuttle, at a risk of creating an even more extreme version of "must kill Palpatine".
But whilst that's true for any of the TIE experimentals, the TIE/M1 "TIE Bizarro" is a really unique ship - the TIE BigGun is essentially a TIE fighter with turret mounts, the TIE Warhead a TIE Interceptor with missile slots and the TIE Booster a TIE fighter with either Boost or SLAM.
The Bizarro, whilst weird as hell, does genuinely add something unique to the game - a small fighter built around not merely a cannon mount but an all-up capital ship hardpoint.
Plus, I kind of like it. Don't ask me why; I know it looks stupid, but I like it. It's grown on me - I guess it's the asymmetry.
Background-wise, both pods retained engines, so it's twin twin ion engines meant it didn't suffer in speed. Given that it had only one solar "wing", presumably it must have had either a big reactor or capacitor store on board somewhere.
In game, the mechanics would be easy enough; a fighter could have an energy score rather than a primary weapon value. Give it a single hardpoint, and a zero-cost title which lets you generate energy after executing a manoeuvre (I'd suggest basing it on manoeuvre colour, so 2 energy on a green - allowing firing a turbolaser every turn, 1 on a white - needing 2 turns to charge - and none on a red).
You wouldn't specifically need to include a range 5 ruler in the pack; just include a hardpoint weapon which is limited to range 3 max - if a player wants to fit a longer ranged weapon (say Single Turbolasers) then logically if they have the card they have the extended range ruler too.
how big a deal do you think a fighter with access to huge ship weapons would be?