Sith Control beats it. It plays more characters, and has damage events. If they don't want to be crushed by Vader ping to their characters, they have to make him a focus, which is why the guards work so well with him. If you need to add some more pain to it, you could try the new Hoth objective with the Icetrompers and the Wampas. With 3 damage, they will take a targeted strike from either Luke or Han (unenhanced), survive a Rebel Assault, and take out Luke/Yoda/Han.
This is not my experience at all. In my opinion Sith struggles mightily with the Jedi deck these days. The problem is the Spirit is very hard to deal with multiple times in one turn, and if you can't (either because of counter-stroke or otherwise) you are likely going to get run over by Yoda or a combination of other characters. Icetrompers do not solve the problem at all, because that usually goes like this:
I attack with stacked Yoda/Luke/Han alone.
Defend with Icetromper and whatever.
LS loses edge (best case, otherwise aformentioned character pain train you prior to Tromper effect, especially Yoda/shi-cho with or without weaponmaster event)
Icetromper tries to sendhome/kill a guy, kills obis spirit instead.
Attack again with beating character now that there is no defense and he doesnt have a token for striking.
The only way I have seen Sith beat Jedi so far is by getting Vader/Stick by turn two and using targeted strike to supplement the damage. Even there it was a fight, because the LS will attempt to stack tactics on him to keep this from happening with Mind Trick, Obi, Yoda, Hand, Twi'leks.
I have not yet found a way to consistently beat Jedi yet in the current environment. Navy does better, since they can wbeat you with a massive attack if the LS overcommits. The deck I am currently trying is:
2xTake them prisoner
2xDeath and Despayre
So far this has worked somewhat well at slowing them down, since they have to constantly worry about Boba/Detained/Tear this ship apart and the Vehicles can keep the pressure on offensively. I do not think the deck can compete in general though, so not sure its going to work out.
2013 Star Wars: The Card Game Worlds Top 16
8xX-wing, 4xB-Wing, 2xYT-1300, 4xY-Wing, 4xA-Wing, 2xHWK-290, 3xE-Wing, 5xZ-95, 2xGR-75, 1xCR-90
8xTIE/LN, 11xTIE/IN, 2xTIE/Adv, 4xTIE/as, 3xTIE/Ph, 3xTIE/D, 3xFirespray-31, 3xLambda