1) Winged Gundark isn't that useful, I suggest changing him for a academuy pilot, then slap marksmanship on Vader
2) I'd change red squadron pilot to gold Ywing + ion C, or to rookie pilot then R2 astromechs on all your Xwings
3) seems alright
1) Really? I haven't used him yet, so I believe you, but reading his ability I can think of many uses for it.
2) 2 Y-Wings in a 4 ship build?
3) I agree, I like this build, my only worry is it being a 3 ship build, so losing 1 pilot early is a disaster.
I have made some small changes to this build:
Dutch Vander - D2-D2, Ion Cannon
Wedge Antillies - R5-D8, Marksmanship
Luke Skywalker - R2-F2, Squad Leader
Basically downgraded Horton to Dutch in order to add synergy - this also allows Luke to pick up Squad Leader so Wedge can potentially take 2 actions per turn.
1) Gundark is useful only when close, which makes it situational, and it's more valuable to increase your likelihood of creating a hit than to change a hit to a crit. Compare Gundark to Mithel or Backstabber, who get an extra attack die, or to Night Beast, who can do things like barrel roll and Focus in the same turn.
With that said, I think Duraham is slightly undervaluing Gundark--particularly in conjunction with Focus. I'm too busy at the moment to work on the math, but the expected number of crits clearly rises dramatically for him; Gundark effectively has a 75% chance to roll a crit on the first die, which is a nice effect against any unshielded target. Compare it to a Black Squadron TIE with Marksmanship, for instance: the attack outcomes are similar, but Gundark has a higher pilot skill and is still 2 points cheaper. He might make a great wingman for Mithel.
2) 2 Y-wings is actually an interesting build. I'm not planning to run it, but it's particularly nice in mirror matches: ion cannons are less likely to be dodged by Rebels, and having 2 ions per turn means you're potentially controlling half or even 2/3 of your opponent's force.
3) In a 3-ship build, you actually get penalized in two ways for losing pilots. Not only does each pilot takes a great deal away from your offense, but each kill is also proportionally more valuable to tournament opponents--losing Wedge + R5-D8 + Marksmanship is worth 35 points to your opponent, so you need to kill about 3 TIEs to catch up.
To put that another way, your opponent can win by killing 1/3 of your ships, and you need to kill half of his ships to catch up.
4) You can only use Squad Leader to give an action to a ship with a lower pilot skill, so while Dutch could pick up two actions in this list, Wedge can't. R2-F2 and Squad Leader also have poor synergy with each other, since you can only activate one of them on any given round.