What follows are my notes and thoughts on various Astromech droids. Even though I only ever see 3 of them used in our list-building, I truly feel there are merits to all 6, and want to spark a discussion by sharing my thoughts with you.
R2 Astromech
For 1 point, convert all maneuvers of 2 or less to Green.
This gives both the X-Wing and the Y-Wing the same number of Greens as a Tie Interceptor, greatly ameliorating stress generated from Red Maneuvers and stressful Elite Pilot Talents.
If X-Wings had more than one koiogran, this upgrade would be better. Having only the one, I feel it's excellence alongside Push the Limit has overstated the droid's worth.
R5 Astromech
For 1 point, during the end phase, you may flip one of your Faceup Damage cards with the "Ship" trait facedown.
Of the 33 cards in the standard Damage Deck, 25 of them have the "Ship" trait.
Of those, 19 do not immediately resolve themselves, or 57% of the damage deck..
They are: "Direct HIt!", "Structural Damage", "Damaged Engine", "Damaged Sensor Array", "Minor Hull Breach", "Console Fire", and "Weapon Malfunction", all of which are bad news.
Although a staple for many Y-Wing players, who have 5 hull on which to accumulate damage cards, the new "Hull Upgrade" card gives this added synergy for X-Wings as well.
R5-K6
For 2 points, after spending a target lock, you may have a 3/8 chance of reacquiring that target lock for a future attack.
This is strictly worse than a Fire-Control System, which nary an X nor a Y may yet equip. It requires that you first Have and Spend a Target Lock before becoming useful, and then has a 5/8 chance of doing nothing anyway.
However, it is still a greater chance of a free action than any other Astromech Droid yet offers, and has some synergy with "Dutch" Vander.
R2-F2
For 3 points and an action, gain 1 agility die.
This Astromech Droid seems fairly unpopular because it requires an action. However, taking this droid provides you with two defensive upgrades: Gain an extra agility die across the board, or gain an advantage on a single die roll. To properly rate this Droid, we have to figure out at which point 3 evasive dice with no additional advantage will outclass 2 with a focus (or 2 ed with no additional advantage will outclass 1 with a focus for Y-Wings, which is a bit more blatant).
If you're in a position where you're outnumbered and relying on your actions for survivability instead of damage, this droid's your guy.
R5-D8
For 3 points and an action, have a 5/8 chance of removing non-critical damage from your hull.
A full 16/33 of the Standard Damage Deck have mechanics to flip themselves facedown, which is also to be considered with this juggernaut of a droid.
This droid mostly faces the issue of not being R2-D2. Even so, there are advantages in healing hull rather than shields, and there are also advantages in sacrificing your Actions rather than your Maneuverability to do so. Pilots with R5-D8 are not as predictable as pilots with R2-D2, after all.
R2-D2
For 4 points, every time you perform a green maneuver, you may regenerate a shield (up to your full shield value).
This card is, frankly, insane.
However, the X-Wing only has 3 green maneuvers (4 if you count the different directions of the 1 bank as different maneuvers), and the Y-Wing only has 2. You have to make the judgement call in the moment as to whether your 1 critproof HP is worth being predictable to your opponent.
R2-D2 also opens up the "Draw Their Fire" combo, thanks to being perfectly plannable.
