My 2 cents for Tournaments is this:
Each player should bring 2 builds with him. 1 Reb, 1 Imp. At the start of the match the players roll a die to see who is the attacker. The winner (Attacker) chooses what force he wants to use, Reb or Imp. The other player then has to take the other side. This avoids Blue on Blue games.
To try to fight the same opponent twice, switching sides for the second game is just not practical time wise.
With a roll off, each side has an equal chance to play the side they prefer. In reality, for the good player, it will not matter as they will be proficient with both forces. It would be preferable that the roll is done before either player discloses what their lists contain, but a player that does his Recon properly will know what his opponent has in advance.
dbmeboy brought up the issue of cost.. I totally disagree with this. For a miniatures game, X-Wing is dirt cheep! I wont go Shadowjak on you with a breakdown on this but consider the two most expensive builds, monetarily. For the purpose of this exercise I will be using full Retail in U.S. Dollars.
Core Set to play: $40
5 Y-Wings (5@$15) $75
6 TIE Fighters (6@$15) $90
Your Rebel Force would be 5 Gold Squadron Y-Wings and your Imperial force would be 8 Academy Pilots.
Lets face it, who in their right mind would take these? Okay, I worded that badly. Who in their right mind would take both of these to a tourney?
Reality would be more along these lines:
Core Set: (2@$40) $80
1 X-Wing $15
1 Y-Wing $15
1 TIE Fighter $15
1 TIE Advanced $15
You can do a Rebel build with 3 X-wings and 1 Y-Wing and for the Imperials 1 TIE Advanced and 5 TIE fighters. Two solid 100 points builds.
Now, I have been called a "Win at all cost, power gaming Tournament *****" in another game system. So I may be speaking out of turn here but $150 to be able to take two forces to a tourney is not out of line, IMHO.
As cheep as these figs are and as compact as the game travels, I see no reason why this should not be implemented.
Just my 2 cents.