As somebody has already suggested, what about making the recovery of one shield token as something that happens at the end of the turn, after all shots having being fires. A mechanic like the following:
- Recharge Shields (action): pick a Recharging token and place it on the ship.
- A ship who has any Recharging token can't do any attack during the Combat Phase.
- At the End Phase (when all tokens except Ship Focus are removed), recover one shield token for every Recharging token that has been removed (of course, usually there should be only one Recharging token in a given ship).
That would made any "camping shields" strategy less effective, because the effects of this action are being delayed to the NEXT turn. And it diminished any R2-D2 + Recharge action, because the first turn you do it, you only recover one shield token and you cannot shoot that turn. True, if you keep doing green maneuvers and Recharging, you would recover two shield tokens at the third turn (plus one from the second), but you had been flying almost straight for two turns without making any attack.
I still think that giving healt regenerating capabilities to any fighter in this game is a potentially unbalancing decision. Houseruling the game to include things from other sources like computer games means opening a really big can of worms. Lorewise, the Recharging action should prevent you only from attacking with your primary weapon, because any missile weapon is self-powered and thus independent from the laser cannon powering system. And, as I already said in my previous post, lorewise all fighters (including TIE Fighter) have targetting computers, so the humble TIE Fighter should be capable of doing Target Locks.