Hi everyone,
Though I'd banter a few ideas around for gameplay set up we've been working on locally. In our quest for making the X-wing games feel as close to the films as possible, but still retain as much list building flexibility as possible, the idea came up to set up a force allocation chart for x-wing games, based on ship "rarity".
Basically, how do you loosely re-cost ships based on their chassis? Our answer was to diminish the numbers found in a list.
You may not initially take rank 2 ships, only rank 1 ships.
For every generic ship of rarity rank 1, you can take a generic ship of rarity rank 2.
For every 2 generic ships of rarity rank 1, you can take a unique ship of rarity rank 2.
This strongly swerves the list choices away from whole lists with unseen ships from the films.
This is the main point, this is NOT designed to "fix" ships. This is a slightly different issue. This also isn't a suggestion for a broader adjustment to the game (although in our hands it actually seemed like a convenient way to ALSO counterbalance over-efficient ships as a side-effect, by bumping them a rank). It works pretty well but i'm interested in what kind of adjustments you might suggest. Fun to try out, you get to see some fresh squads.
Scum ships are all pretty much not seen in the films, but have been adjusted such that the most common ships, (extremely loosely) in black sun or other fleets are present, along with aggressors.

error in table
