I have been thinking about the ace problem we kind of have here, I think I have come up with a possible solution. Give every generic squadron an upgrade bar, and enough upgrade options and slots to make any generic as good or better than any ace you could get. The balance to keep the aces relevant would be effectively pre-built bundles with defense tokens.
To give an example for 7 more points per squad you could give every generic X-Wing a black die instead of red for their bomber roll. This would make each of them cost as much as Luke, however Luke would still get double brace and the ability to ignore shields.
In an effort to keep everything more or less streamlined each squadron would effectively become limited, meaning one generic card on the table. Thus, you could bring generic X-Wings, Biggs, Wedge, and Luke should you desire. But you couldn’t bring X-Wings upgraded in way 1, X-Wings upgraded in way 2 in the same list.
For the specific upgrades, their costs and upgrade bars I haven’t decided on a solid set but here is the set I have been thinking over, with their associated types, and the costs I’ve been using. Note everything is open to negotiation.
Offensive:
- Concussion Rockets: Add one red to the anti-squadron armament. 3 points
- Bomb Bay: Gain the bomber keyword. Remove one from your counter total. If you do not have counter gain heavy instead. 2 points
Defensive:
- Improved Spaceframe: Place a number of tokens on this card equal to the number of ships upgraded by it. When attacked during the spend defense tokens step a squadron may remove a token from this card to reduce the damage by one. 4 points
Technology:
- Astromech Repairs: Place a number of tokens on this card equal to the number of ships upgraded by it. If a squadron activates and is unengaged it may remove a token from this card to recover one hit point. 5 points
- Advanced Targeting Scopes: Increase your anti-squadron armament by one blue die. Place a number of tokens on this card equal to the number of ships upgraded by it. A squadron my spend a token to make a snipe attack with their printed anti squadron armament. 6 points
Ordinance:
- Heavy Proton Torpedoes: Change one die in your anti-ship armament to black from any color. 7 points
- Concussion Missiles: Change one die in your anti squadron armament to black from any color. 5 points
Squadron Tactics:
- Defensive Formation: Increase your counter value by one. If you do not have counter gain the counter keyword instead. 3 points
For the upgrade bars I have only been thinking about the TIE\ln and X-Wing in any detail but here would be their upgrade slots:
- X-Wing: Defensive, Technology, Ordinance, Squadron Tactics
- TIE\ln: Offensive, Ordinance, Squadron Tactics
Lastly, I will be the first to admit I don’t have a way to keep upgraded squadrons straight in a multiplayer sector fleet game. But I also see that as more of a secondary objective to getting this system balanced, should anyone else want to see it done.