Wasn't sure what to do with the Tractor Beam.
Apparently, the Millenium Falcon had one at one time too, so it'll be interesting to see if that is given as an option.
In one of the postings online, I saw where it could actually be used to help the Tie-D turn tighter, while locked on to its target.
Seems to me that the roll to hit, vs. roll to evade for each side would make using it a bit more fun, and challenging.
Might need to permit the targeted fighter to drift forward, like with the Ion Cannon rule, at a speed of 1, just for fun, but prevent it from making any turns, or other maneuvers.
Also wasn't sure about the use and duration of it.
No one would want to use it instead of an attack, unless the effects would last for several turns, in order to provide an advantage, since not being able to make an attack on the first turn of its use reduces the effectiveness considerably. That's why I went with it not counting as an action, since presumably if you are targeting and can hit a vessel with a Tractor Beam, you should also be able to hit it with weapons at the same time.
There was mention that the Tractor Beam's effectiveness was limited in duration, which is why I suggested a couple of turns, and then also added in the flaw as well. I think using it would suck a lot of juice out of the powerplant, so the reduction in shield output seems reasonable.
Perhaps another option would be that the Tie-D can only fly Green maneuvers while using the Tractor Beam, providing for another tactical decision point as to when to use it, making it a double-edged sword.
Neither the shielding or green maneuver restriction would be an issue in a one-on-one fight, but you probably wouldn't want to use it in a swirling dogfight, where you might be targeted by other pilots.