Anyone fly the Phantom successfully in 2.0? I used to fly Phantoms in 1.0 pre-nerf, not so much post-nerf, but flying it again in 2.0 just feels very different. I never flew with the Sygium Particla Accelerator in 1.0 but now it's built in on 2.0 Phantoms. I always used the Advanced Cloaking Device so the Phantoms in 2.0 felt very vulnerable with just 2 evade dice with the "stealth" function just basically allowing me to block or end up in a suprise position. However, with decloacking giving an evade action as opposed to a token, I'm then limited to just focus or barrel rolling for my action.... would've been nice if it gave an evade token instead then I can double-evade.
Another painful change is the loss of 1 attack dice. I felt it was worth it flying the Phantoms as glass cannons with good maneuver options but with -1 attack dice in exchange for +1 hull point, I don't quite feel the punch of the Phantoms anymore.
I also used to fly with either Gunner/Rebel Captive/Recon Specialist/Weapons Engineer on the Phantom plus a Fire Control System in order to modify attack dice. In 2.0, Director Krennic or Percpetive Copilot seem to be the only sensible options. Vader seems cool but him and the Inquisitor seems like they're just going to make whichever ship they're on as primary targets and on a Phantom with 2 defense dice, they don't last very long.
I'm hoping a 2.0 release of the Phantom will have an Advanced Cloaking Device or some cool upgrade to make the Phantom viable, but in 2.0, it seems quite "meh". Having said that, I've only played with the named pilots. I've read that people have had great results with 4x Sigmas with Juke so would love to see how that works.