We've had a few named TIE Fighters spoiled so far for 2.0, and there's a lot of really good ones.
Howlrunner: I5, everybody gets a re-roll.
That's always been good, and her ability applies to herself now, and re-rolls as a whole seem to be rarer. Obviously a power piece in a TIE Swarm, yet still dangerous if she's the last one alive due to I5 and meaningful offense.
Iden Versio: Says "nope" to one attack per game, after dice are rolled, as long as the target is a TIE Fighter.
This is amazing because it's a not just voiding an attack, it's voiding the worst attack at the best time. It seriously blunts the force of an alpha strike (it probably means you need three Proton Torpedoes to kill one TIE Fighter). Obviously, it makes Howlrunner even better, but it's got value in a miniswarm where you can commit the miniswarm and not just have a chunk killed quickly.
Wampa: Gets an extra attack die unless he gets shot at.
1.0 had no shortage of TIE Fighters that conditionally hit like X-wings, and it looks like there's a few in 2.0 as well. Wampa looks like a better Backstabber. He gets an extra die if you ignore him, but now he's also able to play the bodyguard role in a swarm. The less he's shot, the more stupid damage he puts out. On top of all that, if you'reooking for a small ship to round out a squad, you don't have to choose between a blocker or a ship that might actually accomplish something. Wampa can so both. I1 lets him block like an Academy, but his ability makes him dangerous. Nice combo, points will be really interesting on this guy.
Mauler Mithel: Looks like his old incarnation, I5 with an extra die in Range 1. Might be good, but at first blush maybe not as good as Wampa. I wonder if the points will reflect this. This guy has little interaction with allied ships, aside from being pretty good at taking advantage of blocked ships to unload cheap damage at R1. Maybe you use him as a pocket ace. If TIE Fighters tend toward cheap upgrades, you can probably make him an interesting 3rd or 4th ship.
Valen Rudor: You or a a friend within R1 gets shot, get an action.
This seems pretty good, but is less impressive in my mind than the damage bonuses. That being said, it's an ability that gives you a tremendous number of options, so cool.
Night Beast: Get a Focus when you do a blue move.
Cool, more action economy in a TIE Fighter. Not my first choice, but they might price it well. It's hard to get a token stack these days, so I probably shouldn't dismiss it too hard, but I'm not sure who's going to be shooting at a Focus/Evade TIE Fighter. If "free actions" is the worst of the TIE Fighter abilities, that's saying something, though. I wonder if you could do a buddy comedy thing with Night Beast and Rudor hanging out together. Rudor focuses, NB does a blue and gets a Focus. NB Evades for an action, so Rudor gets shot at with his single Focus, and then gets an Evade action for free. I don't know what two comically durable TIE Fighters are good at, but there might be something.
Lots of other pilots I've missed, I'm sure, but the stuff we've seen looks like FFG is not pulling punches on TIE Fighter abilities, which feels cool. They're dangerous in the movies, and it's cool to see some pilots with an edge.
The big question I have on points is what will you give up to put Iden and Howl together? Will you give up upgrades on Howl? Can you run a full 7 TIE Swarm at all? It looks like there will be some very interesting combinations.
Edited for getting Night Beast wrong.
Edited by Biophysical