2.0 didn't reboot Xwing quite as much as I'd have liked.
1. I would not have used force=calc/focus. It creates too much weird double mod situations. Force could have been charges or totally a different mechanic for doing interesting things. Sadly also, I think its making it possible to get these force users to have huge value shore up their high PS also.
2. Reduce the number of pieces, and needed objects to play the game. So much to carry and remember for store games.
3. size of cards, 1/2 size was so much better. I hate the extra weight to carry and the area they take up.
4. Reduce the number of rules, and how often you have to track certain rules. Unify and standardize details of rules. (Like TL ok on another ship at R0, but not coordinate nor jam). Reduce complexity.
5. Make flying matter MORE. Rocks matter more, make gas clouds more debilitating. Value making good hard decisions. Not rewarding easy ones (too many good options via combo wing). Value doing more flying, less on 2ship.
6. While we're in fantasy land, somehow make the game faster, both in set up and play. Would be nice to get most games done in 45 mins, with 1hr as tourney time.
7. Reduce commonly seen complexity. Complexity and rules increased in the standard kitchen table game from 1.0 to 2.0.
8. Make more things digital or errata-able. Some ships are just kind of awfully designed, say the red rotate on Jumpmaster. The awful dial on the Kimogila.
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What did work:
1. Oddly, the force. It does feel cool (though really double mod gimmicky), and it presents an interesting interaction in designing aces/super-ships with force vs without force. say Vader vs Poe.
2. General balance levels
3. Excitement for new factions and ships and keeping the core of the game. I still love playing.