What if we could activate ships like the way it is done in a D&D encounter.
At the start of activation phase, each ship rolls a D8 for their initiative and adds their initiative to their Pilot Skill. Then ships are moved lowest to highest as per usual.
Similarly for the combat phase, another initiative roll.
This way, higher PS ships still gets to move later and shoot earlier as they should but that is by no means a guarantee. A PS10 Nym can fluff his initiative roll with a 1 and fail to bomb a PS4 Saber.
This makes the game a lot more dynamic than the static state of the same ship always moving last / shooting first. It also makes the gap between PS more important. Currently, any ship that is one PS better than another functions exactly the same as another pair that say is PS2 vs PS8. With an initiative roll added into the mix, each extra point of PS now matters.
Now that means that wouldn't be a player "with initiative", so how do we deal with draws? I suggest that if there is a draw (a ship's initiative + PS = of another ship), then the ship that rolled higher initiative wins (i.e. moves later, shoots first). This is to reward the lower PS ship for finally outwitting a more skilled pilot.
What if initiative and PS are both the same? The game ends, the universe implodes and a new universe is born with every detail exactly alike except someone smarter has solved that same PS initiative problem.
How would we deal with initiative bids then? One possible solution could be to grant a one use initiative reroll for each point of initiative bid. Players can spend their precious pool of initiative rerolls on critical rounds. We can easily track the amount of unspent "initiative rerolls" using spare dials and/or a simple token pool. Suggestions are welcomed
PS. I suggested using a D8 because X Wing is based on a D8 system but it could easily be a D6 (plentiful, cheap, less variance) or D10 (wider range of results).