Rebel design philosophy in 2.0 is toolbox ships, unlike empire, there every ship has its exact role, and Y-wing is best example. We already know Y-wings will have Torpedo, bomb, astromech, turret and gunner slots, and that is a lot, we also know all the cards rebel players will have access at launch of 2.0, so its time to get building, point costs will make those builds more or less good, but everything here will be legal.
1. You can take Gray squadron as simple fat low skill blocker, with barrel rolls its quite good at it, also you get more hitpoints per point compared to z-95, A-wings and rebel ties, other rebel blockers, of course those options give you more red dice, and with 2 ships instead of one can block more spaces. But if you want maximum staying power Y-wing is your go to guy.
2 You can use Y-wings as great support ships, Evaan without any upgrades is very solid, not only for his pilot ability, but also for what I call "pseudo Biggs" effect, it makes opponent shoot your fat cheapish Y-wing in place of your fragile but deadly ace, and getting that focus in new rebels is really easy, with so many other support options. Other great support Y-wing is Dutch with R3 astromech, so receiver of his ability can choose out of 2 targets, one of better enablers for alpha strike stile list.
3 Speaking of alpha strike, Y-wings make great platform for that, Gray squadron has enough hits to survive round of opponents shooting and still deliver his payload. Few grays with Proton torps+ some enabler, like Dutch, or something with coordinate is good framework for that list.
4. Ion or bomb delivery method. Self explanatory, you can mix and match this for your taste.
5. And last spot is for new creature of 2.0, Double tap ace. 1.0 had its share of those - Quicky, Coran, Ghost with Phantom, and they all were quite broken, now in second edition you can turn more of your ships into monsters like that. Y-wing also had that option in 1.0, and even with frame so truly outclassed it had its time in tournament sun. Now its coming back with help of Cards like Ezra and Veteran turret gunner. You take Nora, if you will use VTgunner add expert handling, if you will use Ezra add R4 astromech to help get rid of stress better, as you will be stressed a lot, add a turret, my heart goes to Ion one, as it still does some damage, rolls 4 dice at range 1, so you can Ion even Falcon in one shot (with luck) . If not taking Expert handling add other EPT (don't know 2.0 code for that slot) or some bombs.
What I love about this is every pilot having build there he can shine, well maybe except Gold squadron, but if he has EPT slot I can already see him used. Of course everything is in the point costs, and some of those builds could be way overpriced, but we'll see.