I recently played my first two games of v2, against my son.
In one of the games I used the following:
Wedge, Swarm Tactics, R4, Proton Torps, S-Foils / Luke, Heightened Perception, Proton Torps, R4, S-Foils / Ten Numb, Adv Sensors
Although I ended up losing the game it was very close and probably down to one green dice rolling a blank when stressed Ten needed either the evade or focus.
So, with my son's help, we tweaked it to see if we could improve it and make Ten more survivable. This is what we came up with:
Wedge. Swarm Tactics, R3 Astromech, Proton Torps, s-foils - 67 points
Luke, Heightened Perception, R4 Astromech, s-foils - 67 points
Ten Numb, Elusive, Advance Sensors, Shield Upgrade - 65 points
199 total
Luke no longer has Proton Torps, but shooting at I7 with HP will still hopefully strip a token or two. Wedge and Ten can then follow up at I6, the former with the benefit of proton torps. If Ten and Luke should happen to destroy a ship before Wedge shoots, his double target lock will enable him to shoot another target.
The idea behind Ten's shield upgrade was because I had the points and it makes him a little more survivable and resilient to crits. Also elusive helps him and given the recharge is from the red parts of the dial he wants to benefit from, we feel there is synergy here.
The only way I can see to get Proton Torps back on Luke would be to drop both the astromechs and Ten's shield upgrade. Not sure this is worth it.
As a complete noob, would appreciate feedback - It looks good to me, or has my lad sold me a pup?