So Biggs can now be used only once a game.

FFG's justification for this was...
QuoteThe combination of the effect being so impactful and active at all times allows lists that make full use of Biggs Darklighter to maximize survivability without major tradeoffs, even late into the game.
...
Biggs Darklighter still works fundamentally the same way—but only for one round of the game, chosen at the start of the Combat phase by the controlling player. With an activation window at the start of the Combat phase, the player flying Biggs will still almost certainly get good use out of the ability—but not for the full duration of a game. That player must choose the vital moment correctly. Meanwhile, the player flying against Biggs can bluff or attempt to set up hard choices for their opponent in an effort to draw out Biggs’ ability early, letting them deliver a decisive blow on a later turn.
(emphasis mine)
What if we take that to its logical extreme?
I mean, all of us (most, anyway) have clamored loudly, and for a long time, that the game should be about out-maneuvering your opponent. Anticipating their actions and countering them, or out-flying them. Generally the game works best when it does that, which is why things like 'fat turrets', or PS9 go-ahead-and-move-anywhere-on-the-board (Whisper), had been looked down on so much.
This justification provided for the Biggs nerf opens up another possibility to emphasize that...
...what if the nerf wasn't just to Biggs, but all named pilots? IE., every pilot ability can be used only once per game, and then they turn into just a regular fighter of their PS - a big part of flying that ship, then, being to (as FFG suggests for Biggs) 'choosing the vital moment correctly' to use their named ability.
Thoughts?
Edited by xanderf