How about a Royal Guard pilot how has 1 recurring charge? After he rolls his dice, he can spend that charge to allow him to spend a focus token to turn only blanks to hits or evades (on their relevant dice)? "But that is highly situational!" you say, just before you realize he is piloting the escort craft to Palp's shuttle, whose force is going to fix a focus result and thus cover both bases.
Or how about a Sabre Squadron pilot who has a pseudo-swarm tactics on himself, not being removed from play until the end of the engagement round? Maybe assign him a callsign that indicates some darkside plot convenience giving him the will to live, perhaps mixing that with a more notable interceptor's name as a sign of dedication?
All jokes aside of essentially 1.0 palping blanks and the uselessness of Fel's wrath, I feel like the 2nd edition interceptor has a lot going for it in design space (and surely Kir Kanos agrees). Let's put some abilities we'd like to see out there! Remember to keep it subtle and restrained like the rest of 2.0: no adding or spending results (unless super expensive), definitely no changing results, and no combos that would force you take a specific talent.