Just wanted to share two thoughts on the Phantom II builds.
1) Ezra with PTL, R2 and Jan Ors. Focus, get Evade token instead, Coordinate off PTL, get Stress and "auto-Focus" for defense, shed stress on 1-2 maneuver next turn, repeat. It might not be as good as the Stressbot Ezra, but much harder to crack. Question remains if 23 points is justifiable for what is mostly just an action dispenser.
2) AP-5 with R5-X3 Astromech. I normally dismiss that 1-point disposable droid, because other options are just so much better on most ships. However, since the main focus here is the low cost for the Coordinate/Inspiring Recruit utility, this one won't hold it's ground half as good as Ezra, and must instead be able to get out of tight spots with ease. For 1 point, you get the "get out of jail free" card, that allows the following: crossing an obstacle without damage and action loss, mitigation of debris field Stress, being able to shoot, getting cover (we all know how strong the +1 Agility from Countermeasures can be when used at the right moment) while not having your own shot obstructed. It's like having Dash pilot and crew abilities at once for that one critical turn , pretty neat!