Contents of rebel conversion kit is upon us, and as one can guess generic stuff will be the same in all of kits we already know all the bang for the buck we will have to use in first few waves. I need more info on explosion effects to say anything about bombs, but rockets and torpedoes are open for investigation. (Following opinion has no info on points costs, so is 80% worthless, but stay with me :D)
Most solid and reliable options for sending heat seeking gifts seems humble Proton Torpedoes, they kept their dice and bit of modification, but gained a extra charge, and if my X-wing experience made me realize something its hard to launch TL required ordnance once, twice is a miracle. Other winner is clusters, as they became missile of choice for use vs swarms (don't get me started on new concussion missile, I'm trying to unsee that horror). Also they get whooping 4 charges for combo with saturation salvo and chopper Astro (now trying to remember ship with astro and missiles in rebels).
Protons and APT are also interesting,but range and arc limits make them slightly worse choices (again, if ATP costs same or less as regular TP it whole new ballgame. New homings are kinda sad, if it was 2 damage, or simply a single crit... now choice is too easy, making them only useful vs Interceptor or like. Imagine shooting homing missile at Ghost or decimator.... Too much dead machups to live.
With all the stuff in rebels kit you can create pretty decent alpha strike lists, with so many ways to dive out actions, but it will be Humble proton torps for now.