My thoughts on this.
First, its not the players fault and I feel a lot of what the Mynocks have been saying has been towards the players. @Brunas corrected them on Facebook stating that its clearly the games fault and its dangerous territory putting blame on the players for what has been considered normal time since the beginning of the game.
The game has changed a lot from 1.0. Average ship count is drastically up which has a lot to do with it. For instance, @Tlfj200 you mentioned how you'd be playing a tie swarm and if you'd just have another 2 rounds you'd win but tie swarms prevent that from happening by pure volume of ships, as well as, Iden of course. The game also now requires smarter play. Player's can't get away with jousting anymore, so they'll "dance" longer before first engagement happens. Half points on all ships is another reason why. I don't need to chase down that ship halfway across the board or necessarily keep focused on the same ship this turn because I can score points on a different ship with better shots. Mods are also not as prevalent. We don't have Dengar/Tel type lists (except for Maul/Dooku for that little bit) that can one round a B-Wing. A lot of things have changed and player's aren't just all of a sudden going slower. We got the game we wanted, but it came at the small cost of games going to time.
One thing that hasn't changed is the tournament regulations which were meant for 1.0, some have suggested a round limit or another 15 minutes. These are problematic for obvious reasons. I suggest a change in tie breakers. Currently, we have MOV, and SoS. The subtle change to make Points Destroyed the first Tie Breaker would solve this issue by having an incentive for players to enter engagement faster, going after all remaining points on the board, and list build to be more offensive. The game was made to have a conclusion, the obvious evidence to this is how red dice have better odds than green dice. This tie breaker would also help solve final salvo. People hate draws, so final salvo was introduced. I think the original intent of final salvo everyone is fine with. The problem occurs when one list has more red dice and just "fortresses" and waits for the opponent to come to them. If they implement this strategy, then they'll have a high likelihood of missing the cut. Sure they'd get the W and 200 MOV for not losing a ship, but they'd have 0 Points Destroyed and significantly be behind in that tie breaker.