I love the idea and lore of the TIE Phantom. A hard hitting and slippery experimental fighter that was a glass cannon if you could catch it uncloaked. It was a great concept and a fun nod to the older EU and games for fans. However, I think it was implemented poorly as it the cloak action didn't feel thematically right and as implemented said "Play the aces with VI or not at all". And even then it had to be hit with an errata bat that basically stripped it out of high level play. So I got to thinking about both the lore and the mechanics of what the Cloaking action should do. I do want to hear your guys thoughts, however I ask if you dislike it give please a reason why. Doesn't have to be elaborate but if you say "It'll mess with game balance" or something to the effect, walk through how you think it would wreck the game balance.
Cloak Action
A ship that is cloaked adds two agility when defending. A ship that is Cloaked loses all Red Target Locks and cannot be Target Locked while Cloaked. A ship may fire while cloaked but immediately De-cloak and must take an Ion token or Weapon Disabled token at the end of the turn.
Whisper: No change needed
Echo Pilot Ability: After defending you may perform a free barrel roll action even if you are stressed.
My reasoning is that the only movie reference we have to cloaking tech is when Captain Needa remarks "No ship that small has a cloaking device" in response to being told the Millennium Falcon no longer appears on their scopes (see sensors/targeting systems). So it makes more sense to me for the ship to rather then have re-positioning shenanigans to be much more difficult to direct with weaponry that requires guidance. The change of being able to fire while cloaked is to give the generics a shot at seeing play by not making them simply sitting targets if they actually want to shoot something. At the same time it doesn't invalidate the usefulness of the named pilots either. The inclusion of the Ion or Weapon Disabled is to help balance the strength of shooting out of Cloak.