Replacing charge based regen with charged based reinforce may be an idea. It still is thematic to reducing damage but it stops rewarding you from running away and becomes a way to force value out of a trade during a limited window.
The one change I would make? Have it be a systems phase choice, so that there is a lot of outplay potential. That serves the purpose of making the rebel matchup unique, and feels similar to say... Leia: Now you need to predict the turn where they are going to "Do the Thing" (TM) and have an amazing, heroic turn where the music swells. You fail? Suddenly your jousting a bunch of reinforced tough ships. You succeed? Do it once more and the rebels probably lost. The systems phase is a great place to put really powerful timing based effects as it allows lists that can't out-initiate aces to have decision points they can make to try to surprise Aces, and it lets it be more powerful because it isn't just a 'free reinforce action when you most need it.'
That said, regen is less potent in 2.0 than I think people think it was. You go back to before Jedi and it was really clear it wasn't getting much done: There was a reason they buffed it! The cost of losing an entire engagement turn with a ship almost always was higher than the benefit of the regen, because a rebel ship usually takes more than 1 damage a turn, so it actually was a pretty skill intensive card. But Jedi are ships that can easily run away and disengage and force turns where they take 1 or less damage due to double repo, a better dial, 3 defense, and constant force access.