Only thing you really need for 2.0 is to rebalance costs around the vastly superior Armada system of dice (3 dice types based on close, medium and long range)
The amount of distinction between ships in that game is staggering compared to what we have now, allowing for a larger variety of viable options between ships rather than "derp, the xwing ain't cost effective guess it'll never see play!"
Also VASTLY reduces the incredibly swingy value of green dice and replacing them with condition dependent tokens that you can spend at certain ranges or if the attacker is in arc etc
The system rewards your ability to manuever and position your ships strategically rather than just flying more efficient ships, as ship efficiency will be predicated by preferred engagements rather than a single mathematical certainty. Armada defensive tokens also reward concentrated fire as they fold to multiple attacks instead of bouncing off lucky dice
For example, you could have Tie fighters be piddly at longer range but also more evasive v incoming fire, forcing high risk v high reward playstyle that you mitigate by TIEs being inherently expendable. Interceptors could get bonsuses for attacking outside enemy arcs while xwings get defensive bonsuses for having defensive bonsuses v enemies in arc (since most in the movies always seem to die when shot from behind) etc
basically, it makes your decisions as a player matter more than dice or upgrade combos.
Edited by ficklegreendice