I made a negative post yesterday about mag pulse missiles, so to balance it out I'll make a positive post about something new that I think is excellent game design: the Fireball
What's so nifty about this bucket of bolts? I'll tell you: it forces players to make hard decisions in-game to gain an advantage.
Most abilities in X-Wing only cost points, so you make the decisions at the squad building stage and then trigger the ability all the time in-game. Some abilities reward you for flying well, forcing good dial decisions. But now we have something else: deciding to take a disadvantage to try and gain an advantage.
This is fun because it gives you power and flexibility, but only at a cost (and not a points cost). Will you risk a crit to take a sneaky attack after SLAMing?
I really enjoy this style of play because it keeps the game fast paced and it means that to win you have to pay some costs! For other examples in X-Wing see inertial dampeners and inaldra. Unfortunately dampeners got broken when the cost was entirely mitigated by R2 and Han, but in scum or on Saw it was an interesting and fun upgrade.
Outside of X-Wing, the new marvel game by ffg (among others) has a similar "pay costs for abilities" mechanic where you must discard cards from your hand to pay for the card you wish to use. Tough choices make games fun!