"..But point-costs in the App was the Chosen One, the one that will bring Balance to X-wing!! You speak of the prophecy of the One App."
As the title says, with point costs moving to the App, FFG can change the point costs and adjust the costs of Pilots, Upgrades (and combinations there-off), and hypothetically everything will never be overpowered or underpowered, as point costs can just be adjusted down or up accordingly, until everything will be in balance, but is this in fact true?
Of course by making the cost ridiculously low or high a Pilot/Upgrade may be "Fixed" or "Nerfed" to oblivion, but that does not necessarily bring balance and make perfect/good/fun lists and games.
I will argue that adjustments to point-costs cannot solve everything and not bring perfect balance: The problem is list-building with a point-limit, which basically turns the game into a discrete optimization problem i.e. the KnapSack problem (https://en.wikipedia.org/wiki/Knapsack_problem).
Let me try to argue this using a few examples (using 1'ste edition costs):
1. The "Imperial Trainee" (lowest cost TIE striker) is 17 points, with a 100pt limit that allows you to fly a maximum of 5 ships. ie. a mini-swarm. You can build other mini-swarms using Kihrax, Fang, TIE Interceptors, Scycks etc. Now, swarms of TIE strikers have not been dominating the meta lately, primarily due not due to 1st edition turrets, in particular TLT, and the inability of the TIE Striker to take autothrusters. No I know TLT and turrets are gone for 2nd edition, but for the sake of argument, these are just as valid constraints as other to-this-date-unknown 2'nd edition problems, which we will now solve by adjusting the point cost.
So the "Imperial Trainee" is under powered -> ok let us change the cost 1 point down to 16 points. For the individual ship and using Math-wing etc. the efficiency has been improved by adjusting the cost. So Fixed? Balance achieved? Nope, we are now able to field 6 Tie Strikers in a 100pt limit. That 1 tiny point adjustment gave us one additional ship, the power of the list has jumped in a huge step. 6 times 3 attack dice and 6 ships to kill is a lot harder than 5. Notice there is no middle ground here..
2. Dengaroo: The old unnerfed Dengaroo actually had up to 8 free points to "squander" as you please without breaking the core mechanic of the list that gave it such huge dominance. Changing the point costs slightly on the different cards or pilots would never be enough, you had to break the list to curb it.
Other cases can be made, but I hope this brings my point across: Even with the point costs in the App, it is important that FFG thinks very hard about the game-mechanics they introduce into the game and how the different ships and upgrades have to be balanced against each other, otherwise the same type of meta dominated by a few archetype lists will evolve in 2'nd edition, as we have seen in 1'st edition. Just now dominated by some new NPE mechanic.
That, being said, I think they have taken steps in the right direction: here I am in particularly thinking about the "charge" mechanic which seems to be linked to the majority of mechanics that gave us problems in 1'st edition, fixed Initiative (Pilot-skill), removal of bonkers-action economy, and also the removal of 360 turrets. However there are also some signs like "Luke" (crew), and the 4-dice Rebel bias which has me slightly worried, and even though the TIE Punisher seemed improved, I was missing some "core-special" ability that made it interesting, but we will see.
(Note this is in NOWAY meant as a negative post about 2'nd edition. I have pre-ordered 1 Core-Set and 2 of each of the 3 Conversion kits and I am SO psyked for this game and cannot wait until 13'th Spetember. Actually, the 2 hour unboxing yesterday was to me more intertaining and had be glue to the screen more that "The Last Jedi", I have have already watched it a second time).