Hello folks!
I've had a couple ideas for a possible Resistance A-Wing kicking around in my head. I thought I'd share them with everyone. I've only got one pilot outlined, the PS2 generic. That way folks can get a good sense of the baseline I wanted to establish. Other pilots can come along later. Ready? Here we go!

Image found here: https://www.youtube.com/watch?v=ufOnExEUY5c
Notes: This is my take on a possible resistance A-Wing. I wanted to keep it very similar to the standard A-Wing, while also giving it a few more options. Ideally, both would be viable, and both would have upgrades that would help the other version. For instance, this A-Wing would be able to equip both the A-Wing Test Pilot and Chardaan Refit cards.
I think the Chardaan Refit upgrade would need an errata to become "limited", as otherwise the Mark 2 A-Wing would be able to equip 2 of them, letting it become objectively better than both the standard A-Wing and the TIE F/O, with which it also shares design space.

Notes:
The A-Wing and the TIE F/O have two of the best dials in the game. This A-Wing should be similar, but- as the Mark 2 A-Wing costs more, this A-Wing should have a very slightly better dial.
I've chosen to emphasize the power of its engines in maneuverability, rather than in pure speed. Therefore it can clear stress on speed 1 maneuvers, while also being able to go _fast_. I'm honestly not sure how useful the white K-Turn on the 1 speed will end up being, but it should find some utility.
I am very much tempted to give it white sloops, but that feels like overkill.

Image:
http://starwars.wikia.com/wiki/Phoenix_Squadron
Notes:
I _really_ wanted the standard A-Wing to have access to the Tech upgrade, but didn't want to effectively make them cost 2 points extra, nor did I want to make the Chardaan refit obsolete by giving another card a -2 point cost.
So: the Phoenix Upgrade costs more than the Chardaan Refit, but becomes equal in value when 2 upgrade cards are purchased, and is a better value when 3 upgrade cards are purchased. This should help pilots like Tycho Celchu and Jake Farrell, while not being overly strong.
It also allows the Mark 2 A-Wing the opportunity to take either 2 tech upgrades or the 1 tech upgrade and Chardaaan refit. I think that makes it an interesting set of choices that help to make it different from the standard A-Wing.

Image from:
http://www.starwars.com/databank/a-wing-fighter
Notes:
The Extra Munitions is a godsend. Unfortunately, it doesn't help ships that have a single munitions slot, or that lack a second torpedo slot to get value from that upgrade.
This upgrade helps with that, by allowing ships with the tech upgrade and a munitions slot (currently only the T-70 and TIE SF, alongside my A-Wing Mark 2) to get that bonus munition use. It also lets pilots with upgrades such as "crackshot" or "cool hand" to get an extra use from a card they're giving up their EPT slot for. Extended Operations actually increases the cost of those cards, from 1 point per use to 1.5 points per use.
Also note that if you're instructed to discard any of those upgrades for reasons _other_ than being instructed to by the upgrade card (IE: Boba Fett Crew, or certain damage cards), Extended Operations would not help you.
So: that's my initial take on updating the classic A-Wing for the Resistance. I think it has its own niche, compliments the existing A-Wing without replacing it on the table, and provides at least one interesting upgrade for ships with the tech slot. What do you folks think?
Update: I created a pilot card for Snap, it's down on this post:
Edited by Punning Pundit
