So now that the prequel era factions are confirmed, I'm getting excited about new mechanics for Clone and Droid pilots. Sure, we already have some 'droids', but they're as unique and nearly as versatile as flesh-and-blood pilots, so differentiating them merely through the calculate action makes sense. But for the CIS' hordes of low-intelligence droid starfighters, I think a different approach has to be used.
Droids and the CIS:
CIS starfighters are known to be incredibly inflexible and limited in number, but ultimately cost-effective. I think the best way to institute their lacklustre processing capabilities is with an Armada-esque turn-based delay on manoeuvre dials. In other words, cheaper droid starfighters might have to set dials 2 or even 3 turns in advance, but naturally come at a steep discount. Then, introduce parallel to the release of Vulture, Hyena etc starfighters, a support craft (probably the Sheathipede to start) with either an innate ship ability or crew options to reduce the number of turns ahead each and every droid ship in play has to assign to itself.
Ultimately, you end up with an interesting strategic decision. Do you choose a veritable swarm of 19 point Vulture droids at the cost of having to plan every manoeuvre 3 turns ahead? Or is removing 2 Vulture droids to work in a vulnerable Sheathipede to assist you with the opening engagement a better use of your points? Is adding a second Sheathipede worth it? Counterplay options might include a system upgrade that negates the abilities of all "control ships" at X range during the planning phase, so that dual ace builds don't immediately die.
If having to plan the 'full' manoeuvre several turns ahead is a bit much, requiring droid ships to choose the speed of their manoeuvre in advance could be a nice compromise.
Clones, Jedi and the CIS:
Jedi are pretty easy to institute as a whole - relatively expensive pilots with some combination of force value and force talent slots across a variety of frames, most likely with powerful abilities on the named characters requiring the spending of force tokens to activate.
Clones are more interesting. I think there are two thematic ways to institute them. Firstly, give what would normally be the "elite generic" (such as a Royal Guard Interceptor pilot in 1st edition) a pilot ability, but don't make them unique. So Wolf Squadron pilots can gain a focus token whenever another Wolf Squadron pilot is destroyed, bombs dropped by Gold Squadron pilots do an additional damage for each bomb that already hit the target this round, etc, etc. I think this would seamlessly create the "squadron title" mechanic so many want - generic, cheap abilities that link a squad into a cohesive whole with strong synergy.
The second way to institute Clones is with a universal buff based on the number of clones in your squad. Clones inherently understand each other, and can adapt to each other's circumstances very quickly, so it makes sense that the more there are on the field, the stronger they perform. Something like a rule in the CIS/Republic core set stating " The pilot skill of a clone is equal to the number of friendly clones on the battlefield " would really give an interesting feel to the faction, and could be instituted alongside the first mechanic above, since it doesn't require use of the pilot skill space. "Standard" Clones have an asterisk as their Initiative value to indicate this. "Elite" Clones like Oddball can be assigned a "+X" to their Initiative value to indicate that they receive a pilot skill equal to the number of friendly clones plus X.
Naturally, clones will cost a great deal more than the spammy factions of the CIS and Empire, but given their nature, they can make a devastating 3-5 ship synergy based squadron or excellent mid-PS support for a Jedi like Anakin or Obi-Wan.
Conclusion:
I think that the ideas I've presented above will be difficult to balance well, especially against 2 ace builds, but I think that with the power of rapid cost adjustment through the app, the process should be relatively painless. It'd also give both factions a nicely unique feel. What flaws can you see in the ideas I've presented? And how would you institute the Republic and CIS factions to give a unique feel to them?