wow, where to start...
> fixing useless/ underused ships and cards. Things like Maarek, Winged Gundark, TIEadv in general, Ywings without EPT, Awings, Daredevil, elusiveness, etcetc....
> Missiles and torps need some major buff
> being more realistic about crits, and how useless they generally are. 3 points for marksmanship is seriously not worth it. Same for Winged Gundark and merc copilot.
> on the topic of crits, we need more variations that could also target the new ship upgrades, eg. sensors, mines, etc
> PTL is too strong. absurdly strong in fact. There are so many things that must use PTL nowadays it isnt even funny. TIEint, Awings, Xwings with engine upgrade, Bwings, TIEbombers, and we have not touched on ships that COULD consider PTL, ships like falcon + MF title for eg.
> I'm ok with pegging upgrades to a specific type, but do also come up with new stuff for them. We havent had a new astromech since wave1
> Could do with more drastic variations in maneuvers between ships. Like right now Awing and TIEint is so similar that there's virtually no difference, same for TIEadv and Xwing, Ywing and HWK, etcetc
> Bwing and TIEbombers has waaaaaaay too much hp. TIEbombers should have 5 hull and Bwings 4 shields
I like a lot of your points, some I disagree with though.
> fixing useless/ underused ships and cards. Things like Maarek, Winged Gundark, TIEadv in general, Ywings without EPT, Awings, Daredevil, elusiveness, etcetc....
Agree on everything except possibly elusiveness. It costs an EPT but not an action. PtL on ships with evasion is better (elusiveness is only 2 points), but for ships that don't have evade, elusiveness might still make sense.
Daredevil is really interesting and deserves some love, but I'm not sure exactly how to fix it. Lower the damage to 1 dice instead of 2? It is useful on Vader's T/A with Engine Upgrade because he can already do 2 actions, but that is a corner case.
> Missiles and torps need some major buff
Missiles and torpedoes are OK, and are very good at range 3. Cluster Missiles is fairly useless against ships with decent agility. You could make the argument for a -1 point reduction across the board for all missiles and torpedoes, but I would rather not yet. There was a top 8 bomber squad at worlds that used missiles/torpedoes. I will put a pin in this and do some MathWing analysis on it later. Bottom line, they are not fundamentally broken so I wouldn't be so hasty to buff them, you would likely make worse imbalances.
> being more realistic about crits, and how useless they generally are. 3 points for marksmanship is seriously not worth it. Same for Winged Gundark and merc copilot.
> on the topic of crits, we need more variations that could also target the new ship upgrades, eg. sensors, mines, etc
Crits can be game changing! When you see a PS9 ship suddenly become PS0, or a 4-dice focused attack suddenly have to roll 0 attack dice, or a HWK/Y-wing has to discard it's Ion Turret, or your TIE gets a direct hit... well you get the idea. Crits are nasty. A new damage deck that includes new types of critical effects would be cool though - after wave 4 when we see some new abilities to tie in with.
Marskmanship - sorry, but you are wrong on this one. Even without the added benefit of getting a crit vs a hit, it would still be worth taking on any ship with Gunner, or Cluster Missiles, or HLC, or probably a few other cases. You might be able to argue for it costing only 2 points, but Han Shoots first is already a very strong list. (Han + Marksman + Gunner etc). I wouldn't touch it. Merc co-pilot is weird - maybe change the range requirement to 2-3 instead of just 3. Winged Gundark's ability should probably be changed to range 1-2 or even range 1-3 instead of just range 1, I think he might get used then. Bear in mind that PS5 abilities generally stink across the board, with the exception of Biggs.
> PTL is too strong. absurdly strong in fact. There are so many things that must use PTL nowadays it isnt even funny. TIEint, Awings, Xwings with engine upgrade, Bwings, TIEbombers, and we have not touched on ships that COULD consider PTL, ships like falcon + MF title for eg.
> I'm ok with pegging upgrades to a specific type, but do also come up with new stuff for them. We havent had a new astromech since wave1
More unique stuff = good. We see this in the upcoming Aces pack.
> Could do with more drastic variations in maneuvers between ships. Like right now Awing and TIEint is so similar that there's virtually no difference, same for TIEadv and Xwing, Ywing and HWK, etcetc
> Bwing and TIEbombers has waaaaaaay too much hp. TIEbombers should have 5 hull and Bwings 4 shields
The dial is fundamentally pretty limited so there's not much you can do there. The A-Wing and TIE Interceptor have very similiar maneuverability, so I think they are fine the way they are. Strongly disagree on B-Wings and TIE Bombers. If you look at the TIE Fighter PC game as a reference, the values are pretty spot on. Imperials have PS1 TIE Fighters @12 points, and Rebels have PS2 X-Wings @21 and B-Wings @22. I think these are fairly well balanced. The B-Wing and Bombers have 1 less agility than their counterparts, so their survivability is not significantly higher than their counterparts. Bombers in particular NEED to be able to survive longer to get their ordinance away. It's fine.