So in a typical STAR WARS movie where the Rebel X-wing do combat against a lot of TIE fighters:
The TIE fighters are shooting (so they probably have something in arc and have line of sight) but have difficulty hitting the X-wings. IHMO this would translate in to high agility for the X-wing and a super dial for the TIE fighter.
At the same time, whenever the few X-wings takes shoots at generic TIE fighters, practically each shoot kills TIE. This would correspondingly translate into low (zero) agility and low 1-2 health for the TIE fighter and/or high attack for the X-wing.
In summary, STAR WARS:
X-wing medium health, medium good dial, 3-4 red dice attack, 3-4 green dice agility, high cost.
TIE-figther low health, super good dial, 2 red dice attack, 0-1 green dice agility, very low cost.
In comparison, the X-wing Miniatures Game:
X-wing medium health, medium good dial, 3 red dice attack, 2 green dice agility, medium cost.
TIE-figther low health, good dial, 2 red dice attack, 3 green dice agility, low cost.
Ie. the agility between the X-wing and the TIE fighter is "switched", from the get go.
What would have happened if the designers insted of the Imperial high agility doctrice instead had went with the low-cost swarm option (+8 ships) ? Would the game be in a better place or would it after 10+ waves of ships exploring the design space of 2-4 dice of different colours and token combinations still amount to the same game?