My flgs has been running a league where the rules are pretty simple: No uniques (pilots or upgrades) and only 1 ship per chassis. I ran the following list last week and won both of my league games:
Upsilon-class Shuttle: Starkiller Base Pilot (30)
Electronic Baffle (1)
Recon Specialist (3)
Weapons Guidance (2)
TIE Defender: Glaive Squadron Pilot (34)
Predator (3)
TIE/x7 (-2)
TIE/sf Fighter: Omega Specialist (25)
Adaptability (Increase) (0)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
-- TOTAL ------- 100p. --
It's got a strong joust. However, the upsilon is both a tremendous asset and a considerable liability. On the one hand, it's a huge threat that both can't be ignored and takes a lot to burn down. In each game, it pushed through a ton of damage in the opening volley and soaked up pretty much all of their offense. But afterwards, it was burned down before it could re-engage. It gave my other ships the opportunity to clean house, but I'm greedy, and I want more highly-accurate 4-dice shots. So there's this:
Upsilon-class Shuttle: Starkiller Base Pilot (30)
Collision Detector (0)
Engine Upgrade (4)
Recon Specialist (3)
Weapons Guidance (2)
TIE Defender: Glaive Squadron Pilot (34)
Juke (2)
TIE/x7 (-2)
TIE/sf Fighter: Zeta Specialist (23)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
-- TOTAL ------- 100p. --
I give up a lot to fit that engine upgrade. Juke is still really good, considering ps6 is as high as you can get without a boost, but losing predator hurts. And on that vein, dropping 3ps off that sf makes it harder both to get shots and to ps kill. Finally, losing baffle closes off the upsilon's dial and makes it harder to prolong the opening volley (focussing on a stop is a glorious thing). All of that just to turn around faster (and even then still slowly).
So the question is, which list do you think is better? Or is there a better way I'm just missing?