I've played around with Flight Assist Astromech lists based on 4 rebel fighters a few times now, and I'm becoming convinced that they're both fun and good enough to pursue more seriously. They're fast, they throw a lot of dice, they're reasonably tough, and they're incredibly stylish.
The main weakness in my estimation is a lack of doubly modified dice. To a degree, you can Target Lock to bank for later, but FAA gives a surprisingly solid time on target.
The two lists I've tried so far have been four T70s (Blue Squadron Novices) and 2 BSNs plus two Gold Squadron Pilots with Ion Cannons and BTLA4s.
Both have advantages the quad 70s is fast and punchy, and can reposition with an action even when FAA doesn't trigger. The Golds add the element of control, but have even more low quality attacks, and the dial is crap. That Ion can swing games, though.
Consequently, I'd like to draw in additional expertise to this problem and see what kinds of stuff people are looking at.
Ideas so far:
Throwing a Stresshog in instead of one FAA fighter.
Making sure one T70 is Jess (it's really a no-brainer).
Making one ship a support ship to try and enhance the offense of the other 3.
Any practice or theory any of you can share to put Rebel Fighters back on the map?