A list that I have been using recently:
3x Rookie Pilot + R2
2x Prototype Pilot
I love the manueverability of the Awings, but I dislike their lack of omph. I find they are the best used mopping up something that was softened by an Xwing.
Since I am usually fully deployed before my opponents put down one model, I have to hedge my bets. I deploy in the following manner: 1 group of 3 xwings in one corner of my deployment, at a 45 degree angle pointing inwards. 1 group os 2 awings in the opposite corner, also at a 45 degree angle pointing to the center of the board.
First turn: Since most people are now using fleets that require formation flying, and my fleet doesnt, the plan is for one of my squadrons to get behind the enemy blog (unless they are using a large ship). So the squadron that the enemy deploys across from (its usually been the Awings) will bank 3 to be flying parallel to my table edge and the other squadron will bank 3 in the same direction to fly parallel with the side of the board.
I have played this 3 times now, and everytime, my opponents have tried to jump the Awings to get them out of combat faster. Invariablly, there are a lot of straight 4 and 5 moves towards them. I use a combination of boosts and evades to keep them infront and in range band 3. After the first turn the Xwings usually hard 2 or 3 towards the enemy ships, and I can often catch them on the second turn and be behind them on the third turn.
My Awings usually take a pounding in the first three or four turns. If any survive, they straight 5 + boost out of range and then loop back to catch the enemies now dancing with the xwings.
Its won me 3 games, one was extremely close, a lone xwing survived.