X-Wing is a mixed bag. The core mechanism taken from "Wings of Glory" is rock-solid, and much more appropriate for the space of George Lucas, than for World War dog fights. In space, height doesn't matter. You have to creep into the mind of your opponent and predict his maneuvres, to dodge his arc. Not what "arc dodgers" do. They have no ace skill, just the benefit of hindsight. This is one of three things that break the core mechanism (which is always a design flaw in my book): repositioning, 360° turrets and missiles. If you can always adjust your turret, that's hindsight, too. Missiles are either weak (nobody took the first torpedoes and missiles) or break the dogfight. You can't dodge a Sidewinder. Either your ECM and flares defeat it, or they don't. Hardly sporting
Next issue, balance. X-Wing blew it right out of the box. Anybody beat those two Ties with an X-Wing? The name giving X-Wing was too weak (or too costly) from the start and when that was finally adressed, years later, it came in the same week X-Wing 1.0 was officially pronounced dead. Balancing the waves was an endless race between tortoise and hare, tournament player demonstrating the flaws and the developers producing patch after patch. With all this patchwork, X-Wing 2.0 looks like the obvious solution. But FFG has form and they should have Major Juggler. So let's wait and see. But when I hear "force points", I have a bad feeling about this.
* How often can you flap an S-foil, till it breaks?