Personally,
I am all for new dice on new ships...this will create a ship that maybe fires a lot of shots but hits rarely (fewer hits but 5 dice) or power hits (same number of hit but more crits) or elite pilots (more focus). This for me, will create ships that can do different roles, not just dog fight (which I love, but I like to do things differently sometimes).
I also like 4 and 5 turns and banks. This will create a different kind ship, something that rockets in, shoots, rockets past and takes an age to set up another strafing run. I like this concept on a 3 hull point+high evade ship (hilarious with asteroids).
As for power creep, as long as they are costed properly then that can be avoided.
I have 4 x, 4 a, 3 y, 2 b, 2 hwk, 1 falcon. I have played rebel...3 times? We don't have to play ships we don't like and if your playgroup is friendly then you can ask for them not to be played (when trying something new I say "no falcon please" for game 1). Tournaments are a different matter and fair game, as is correct.
If you disagree, GOOD! You are not a hater but someone who makes others stop and think before acting. We need all sides of the argument to be seen and remember, neither opinion is wrong...they are just ideas and preferances.
Your parsecs may vary.