So if you get to pick a card, which one do you choose? If you don't get to pick, which ones are the worst? Here is my quick stab at arranging from Worst to Least bad.
- Direct Hit! Guaranteed extra damage. (Bucket astromech can spend a charge to get rid of the original Direct Hit damage card though, so that's something.)
- Console Fire: 50/50 chance of extra damage. If you roll cold red dice, this could be fine.
- Structural Damage: No way to fix it and 1 green die is bad news.
- Loose Stabilizer: Note, you will take damage if you do a straight maneuver but then SLAM a non straight maneuver.
- Damaged Engine: Pretty bad. No way to fix it and all red turns aren't great. Ask the 1.0 Lamda.
- Weapons Failure: Not Good. If you are flipping to be able to shoot, you don't want to lose a red die when you do. On the plus side, it is fixable.
- Disabled Power Regulator: You are going to be super predictable next turn which leads to dead.
- Damaged Sensor Array: Can't Slam until you fix it.
- Hull Breach: If you aren't getting shot, you can fix it later for no down side.
- Fuel Leak: See Hull Breach.
So how bad are the pilot crits?
- Panicked Pilot: Probably around 6.5. Two stress is bad for just about anyone, even Yeager.
- Stunned Pilot: Probably a 9.5. Can't flip it back but
- Blinded Pilot: Maybe a 9. Flippable and if you're SLAMming all over, you may not have mods all the time anyway.
- Wounded Pilot: Probably your "best" crit most of the time.
Random Thoughts.
- You cannot Advance Slam to repair a damage card.
- R5 Astromech is an interesting option because you can take one of the unfixable but benign crits like Damage Engine or Stunned Pilot and keep flipping it.
- Fireball title is not an auto-include for me as some of the Pilot Crits are preferable to any of the ship options.

