The second Ordnance slot originally had Assault Concussion Missiles to take down my target as quicly as possible and limit the use of redirects. I've opted for Wide Area Barrage instead because I don't have any other significant threats and it would be a real advantage to be able to destroy neighbouring flotillas, squads and possibly small ships from the splash damage of 5-6 black dice out of the front and 2 out of the side. I might be able to destroy a critical Intel squadron so that my own squads can protect my flanks .
Squadrons
are the standard rebel CAP, with Toryn support and flak from the transports. The VCX is there for strategic help (minefields, Ion Cannons and nabbing a first turn VIP with my CR-90). I know that I've got an odd number of them. I'm fine with that.
Objectives
I was looking at Advanced Gunnery but if I'm reading the rules correctly, I won't be able to select Aspiration if it's in hyperspace. Most Wanted seems like a great choice that no one will pick if they have a prime target.
For yellow, I think that Capture The VIP would be good. I can grab it on the first turn with the VCX and just run with it on my CR90. Contested outpost suffers from the same potential problem as Salvage Run, but also has the same advantages. Strangely, I can see a use for Fleet Ambush here to drop Aspiration sooner, but it might also leave me at a deployment disadvantage with my flotillas out of position. Hyperspace Assault is another interesting choice, because I can drop in a flotilla and immediately drop Aspiration.