Yeah like I said most scifi shields which are called deflector shields really aren't and all evidence is that Star wars shields are among that number.
Starfighter combat and the point of shields
It's also worth noting that as far as many fights are concerned, the fact that the PCs aren't vaporized instantly doesn't really matter. The mission is failed, the PC may not even be able to rig it well enough to limp away, and everything on the ship is burnt out until you get to a friendly dry-dock, so hopefully you never had to pay for that ship in the first place.
It's easy, too. Ten damage (linked 6s can pull this off with ease with a good gunner) and that's the end of it. Gunnery improves at a far greater rate (greens and yellows) than defense, and isn't capped as early or as hard (6 yellow, vs 4 blacks). That's on an X-Wing with HT10 and 3 armor, of course. Many starfighters have less of both. A more "starter" HLAF-500 has 8 and 2, so as long as a TIE just hits and can activate its link, the starfighter be gone.
I would suggest letting shields count as HT/ST once a round, to absorb at least a little, and for attaining Hit Threshold to send you into the crit tables without being instant, total and campaign-ending system failure on the ship for "important" things. Full (but temporary) shutdown's supposed to be Ion's job.
Added bonus: Doing so would make Ion important once again, as right now with RAW as it is, it's nothing but a weaker laser (thus worse at disabling) that's worse at critting(disabling systems) too.
EDIT: A quick note while I remember: "Deflector" Is used for most shields in Sci-Fi. It's even used in Star Trek, where they're about as ablative as it gets.
Edited by Kiton