I have been playing around with some of the imperial hyperspace builds and put together a list with a strong synergy for crits and damage cards. Seyn is the focus of the list. Turn 0 strategies: Set up obstacles as close to the corners as you can, keep them out of the middle. Line up Seyn across from medium or large base ships. Major Vermeil wants to get target lock on the ace or flanker, so I position him away from any obstacle clusters. I lean towards placing "Optimized Prototype" on Zertik Strom. I want to setup Zertik in close range to Vermeil. I usually set up Vader as a flanker. I try to save Vader for mid to late game.
Major Vermeil (49)
Director Krennic (5)
Darth Vader (65)
Hate (3)
Fire-Control System (2)
Seyn Marana (30)
Marksmanship (1)
Zertik Strom (42)
Fire-Control System (2)
Total: 199
A bullseye helps Seyn, but I also try for the range 3 shot. Marksmanship will change a hit to crit, thus activating Seyn's pilot ability of " While you perform an attack, you may spend 1 crit result. If you do, deal 1 facedown damage card to the defender, then cancel your remaining crit results." Zertik wants a TL for ship ability, he can use Opt Proto to strip shields as needed and then use his pilot ability to flip any damage cards.
So far, getting bullseye and triggering Seyn's ability has been achievable at least once per game.
With the large number of Resistance A Wing's I am considering Capt Feroph over Vermeil to improving defense and getting a 3 point bid. Any suggestion or comments would be welcome.