There have been a lot of negative design lessons identified over six years of X-wing. Which ones has FFG actually learned and applied in Second Edition?
Some lessons I can think of include:
1. Stay flexible on points and configurations as play test won’t get it 100% right. (Looks like they applied this with the new app.)
2. Don’t allow decision under perfect information (old Phantom, Palp, Genius/Trajectory Sim).
3. Don’t adjust Pilot Skill. (Looks learned.)
4. Don’t allow defensive token/ability stacking (Soontir, Fat Han, etc).
5. Combining more than two of these on a high skill single ship is dangerous: Regen, Missiles/Torps, Bombs, Turret.
6. Infinite range abilities can be abused ( Attanni, Palp, Sabine).
7. Multiple same ship attacks are dangerous, especially without trade offs (Gunner, Ghost TLT, etc).
8. Choices should be interesting, not obvious — if it is auto-include, build it in.
9. Keep ships relevant, especially core ones.
So far, looks encouraging but I think the jury is still out on a lot of these.