X-wing is, on the face of it, in a pretty great condition at the moment; various lists and pilots are seeing play on quite a few ships and FFG's releasing buffs strong enough to bring old ships to the fore. However, I've observed an alarming tendency of the game towards the old format of A > B > C > A recently.
Sure, 5 T-65 X-wings is solid now, but if you come up against harpoons you've lost. Harpoons work great, but a list built around them will die to Kylo. Kylo's fantastic, but he'll die in a heartbeat to Ghost/Fenn's PS 11 repositioning. Ghost/Fenn is outstanding, but dies to 5 T-65 X-wings. Lists can't be built to take advantage of greater player skill anymore. Sure, the better player has a teeny advantage, but Kylo doesn't take any skill whatsoever to fly against PS8 or lower ships, and is impossibly difficult to fly against PS 10 or higher ships with good offence.
In the 'dark times' there was one list that was indisputably better, such as Triple Jumps, that made it very easy (and justifiable) to complain about the NPE that that list presented. Hard counters outside of that one overpowered list were hard to come by, and the only real boogeyman in that department was RAClo. Now, there's a veritable bag of strong lists for rebel + imperial players (even a few scum too) that are all more or less equal in their own way. The trouble is that each of those lists is hard-countered by at least one of the others.
In swiss, that's not too bad, since making a 5-1 record is acceptable(provided you're not unlucky enough to be hard countered twice). But once a player reaches the cut, you might as well flip a coin instead of playing. You might get lucky, you might not, but skill is no longer a major factor in the outcome of a game regardless - the match up is.
So my question is two-fold. How is X-wing 2.0 going to fix the rock-paper-scissors problem of high-level tournament play? And how, in the twilight months of X-Wing 1.0, can X-Wing be restructured to encourage skill-based list building and play?
