I've seen the hate on the A-Wing in a lot of threads, and it happens to be my go-to ship. So, lets talk a little about the A-Wing.
Prototype - Not my favorite flavor of A-Wing, but at PS1, it can be a decent blocker, and it is slightly harder to knock out than a tie fighter. I wouldn't normally equip the Prototype with missiles unless it was part of a squad that had other access to actions or tokens, such as squad leader, Garven, Dutch, or Kyle.
Green Squadron - My Go-To ship. The elite slot on the Green lets you drop in Push the Limits, which is so good I can hardly imagine taking any other upgrade on the Green. You can, on demand, shift to full on attack mode (Focus + target lock) to full on defense (Evade + focus) or even potentially move out of arc w/ boost and still target lock or evade if you have another ship that can shoot at you. The wide number of green moves means you will be able to easily shed the stress generated and still be unpredictable movement wise. The double stack of Target Lock and Focus also makes Missiles deadly on the Green Squadron, with Concussion missiles and Homing missiles landing 4 hits more often than not.
Arvel... well, I don't really get Avel at PS 6. You can shoot at ships that you crash into, but you move after them so can't effectively block. I'd much prever Arvel at PS 0, and have only used him a couple of times before benching him.
Tycho - Stress really doesn't matter w/ Tyco. His signature move is a 5 K turn, followed by a push the limits focus and target lock to launch a missile while being behind enemy ships. I find, by the end of a game with Tycho, I've got a stack of stress on him, but otherwise he performs the same as a higher pilot skill Green.
A few things I've noticed by running the PtL green squadron frequently:
You're just as durable as an X-Wing if you use at least 1 evade token during the game, and you also have a better dial than an X-Wing with an R2, for the same points. The down side is you have less offense, but the plus side is your offense is more predictable than the X-Wing. Target Lock + Focus is generally 3 hits at range 1, and at longer ranges you can Focus + evade to be both hard to hit as well as having a decent chance of 2 hits. Missiles can get you excellent burst damage early, though they are substantially more effective vs Rebels than Imperials, as one good roll defense roll will negate all but a pittance of damage from a concussion missile.