1 hour ago, Mward1984 said:
We aren't getting dual EPT's back. Whilst you could never really break the game with those in 1.0, in 2.0 they probably don't want to have to worry about combo possibilities of something that can combine Talents.
I feel like you're probably right about the attack dice, and it's particularily bad right now because the 1.0 fix for that: Prockets got nerfed pretty hard with it's bullseye only arc change and points increase, which was required when they simplified it's attack dice mechanics. So right now the A-Wing is like a pre-ATC TIE-Advanced.
Two attack dice ships are either ordinance boats, or cheap sacrifical blocking chaff, and since rebels already have headhunters who are cheaper for that role, there's no place for the A-Wing there.
They need access to a high damage missile that only they can make work or at least some way of upping their firepower that doesn't step on the toes of the Resistance A-Wing, although, to be honest since they're different factions now I feel that should be less of a factor. A range 0-1 missile with 4 attack dice and 2 ammo might do it.

Here's what's going to make the RZ2 extremely good.
The RZ1 doesn't have anything like this at all. It needs something similar but different. The TIE Interceptor basically gets a choice of boost or barrel roll, the A-Wing just gets the boost... and for what? For what? What is it gaining that the TIE Interceptor doesn't have?
Nothing. Not a single thing. It has zero advantages.

arc, increase your firepower by 1.