This is really dependent on the rest of the board and the health of the two ships.
Lets assume both ships are undamaged and the only ships on the board, the decisions change a bit given health etc...
I think you are looking moves based on your opponent...
A - aggressive opponent, is likely to 2 left turn, flight assist bank, then s-foils barrel roll, to get the hard turnaround without stress Or pull a Tallon roll here (especially if FA is shut down because of other ships on the board) .
You can pull a 2 left bank to clear the stress, and take a focus. This turn, you keep focus for defense and TL for the following turn, unless the focus gives you full hits. The following turn you are set to pull a 4-k behind the X-wing (Unless it didn't stress itself) and chase from a closer position, your range makes it hard to use flight assist except to disengage. If the X-wing saved its stress, it might K-turn here and lead you both into a head on stress recovery turn.
B- Careful opponent (Opponent wants to re-engage safely), more likely to reveal a 4-k, giving lots of space. Dial in a 3 bank left, roll or boost should let you trade shots - Dont take the TL first, because you're not clearing it with the 3 bank left. You may lose range on your 2 left bank option, taking a TL may signify it. if you want to risk it, you can also 3 straight to clear TL stress then boost left and probably get a head on range 3 trade, where Autothrusters is your friend.
C- Flighty opponent (opponent will probably disengage), maybe 3 tallon right, more likely 3 bank right and flight assist further away to engage later. Take the TL this turn and pull a 3 forward, you can maybe boost or barrel into range if it takes an escape route.
For you - you have several good options, 2 speed left or 3 speed forward if you take the TL - 3 speed forward can turn into an escape from many of the x-wings turnarounds, or into a chase for many of the x-wings disengage moves. 2 speed bank likely moves you into a ranged position next turn.
If you dont take the TL, 3 speed bank is likely your best option, you can get a good attack trade on any aggressive move - though you lose a shot but can keep pressure if the opponent does a right turn boost escape, with a follow up 1 right boost. Closing range is important in making Fenn work, as is not getting caught with no tokens in range two.
I think given the multi-turn follow up, id prefer stressing for TL now, since you can deal with the follow ups. Next turn - you don't need a red move, in 2 turns, you'll likely need a hard turnaround of your own.