So, I was doing theory craft for Wedge w/ APT, and I started to wonder - how good is the APT anyways?
In order to make good use of them, you have to have a Focus and a TL, and unless you're the Major, you have to be in range 1. Note, I'm only going to consider them vs. a 3 attack ship for now.
So, the scenario is that you're an X wing / B wing / Slave 1 / (basically not at Y wing or Bomber) at range 1 of your opponent. Your primary attack at range 1 has 4 attack dice. You have both a TL and a Focus token, how you get it does not matter.
If you shoot APT, you're going to get at least 3 hits. But chances are you're going to get more. There's a 1.46% chance of getting 4 hits, a .1% chance of only getting 3 hits, and a 98.44% chance of connecting on all 5 hits. This averages out to 4.9834 hits.
So then lets look at the alternative; a 4 dice range 1 attack with a TL and a Focus. You will roll 4 hits 77%, 3 hits 21%, and 2 hits 2%, for an average of 3.75 hits.
I'm going to take a slight pause in the analysis to say that the difference between rolling 1 hit and 2 hits is minor compared to the difference between rolling 3 hits and 4 hits. The logic being that a single hit is unlikely to go through and cause damage, and while the second one is more likely, its still unlikely to do so against several ships. However, 3 hits is likely to go through, and 4 is almost guaranteed to go through. But that means that the difference between 3 and 4 is the same as the difference between 4 and 5. They both add essentially 1 full damage.
So, for 6 points, you're basically getting an additional 1.25 damage. How does this stack up against other choices? Well, the gunner (especially paired with marksmanship) is at least 1 damage per attack, and is reusable. PTL, and therefore a TL+F on every attack is worth .75 damage on range 1 attacks, and slightly more than .5 damage on range 2 and 3 attacks. Once again, it is reusable (and costs half as much as APT). HLC is the only thing that costs more (besides Luke which I like to think of as a 5 point gunner, and a 2 point mod to that gunner), but its analysis is a bit more complicated.
Range 1 HLC does nothing. Range 2 it adds an attack die, but negates criticals (which for the sake of math, I just consider to be a regular hit anyways). That extra attack die pushes average hits up from 2.25 to 3.0 (with a focus or a TL). Furthermore, at range three, you get that increase, but it prevents the enemy from gaining an additional evade (against a tie that's worth .75 evade. Against a 2 agility ship its worth .83 evade, and against a 1 agility its worth .78 - assuming focused defenders) which can directly translate to more damage to the ship. So range two it's worth ~.75 damage/turn and range three it's worth ~1.5damage/turn.
So, my conclusion after going through all of this is that the extra 1.25 damage that the APT is never worth it on an X wing, B wing, or Firespray. B wing and Firesprays would be much better off taking the HLC over the APT, and an X wing would be better off with PTL to TL and F. Given only Luke and Wedge can take PTL, so if you were flying a rookie/red/biggs/garvin, that might be a reason to use the APT. But why would want Biggs to ever be at range 1?
I may do an analysis of it on a Y wing or Bomber later, but right now, can anyone think of a reason to equip it on any of these ships that I'm overlooking?
Note, with all of that said, one of my favorite wave three builds right now is:
Garvin w/ PT
Dutch w/ PT, APT, Ion, R2
Blue w/ HLC, FCS
I thought of putting the APT on Garvin, but for reasons above decided against it, and I'm still thinking about dropping the Ion on Dutch as it's quite a lot of points on 1 ship, but I haven't tried it out yet.