Let me start by saying we don't know upgrade slot availability on ships nor costs on any pilots or upgrades yet so we really have no idea, but...
After seeing all the unboxings and new card designs a clear pattern is emerging. Cards and abilities that add or change dice results will be much harder to pull off without expert piloting and anticipation of where you and your opponent are going to be. Many of our 1.0 go to upgrades, like Crack Shot, HLC and Predator as well as turrets in general, now more restrictions such as bullseye and turret arcs only or more limited ranges or even a slightly worse effects than they used to. Also, many new and changed pilot abilities that used to be fairly unlimited now have limited charges and/or have a more restricted range or arc in which they trigger. Meanwhile, several new and changed abilities that give some of the most positive results are also very dependent on arcs and ranges to execute and trigger. Also, the old traditional arc dodgers will be far less effective with limited combos of linked actions as opposed to the unrestricted combinations allowed by PTL. This will mean they may often dodge an arc while getting a shot but without mods, or they may have mods, but will take fire and not be able to token stack on defense as effectively.
There are going to be less "easy mode" combos than we saw in 1.0 due to the fact that pulling off many of these combos is going to require more skill and practice than ever before. I think we are going to see that only the most highly skilled players are going to be effective at pulling off heavy upgrade combo lists, while the 1A level players are going to more successful with 3-6 ship lists that used to melt to super arc dodgers, alpha strikes and turrets in 1.0.
This is a the change from 1.0 that I would like and am excitedly hoping for.
What are your initial impressions on the designs we are seeing and thoughts on what archetypes will emerge in the early days of 2.0?