Really? Because I'm 38 years old, and I like almost all the characters.
However, i was young when I saw the original Star Wars, and while I grew up, I never really wanted Star Wars to grow up. Star Wars is a swashbuckling adventure romp with plucky heroes and dastardly villians.
This! As the person in the OP's situation, I'm probably not going to make the guy fly major proportion of his list of the board. But as the guy... I'd always suck it up and move my ship as the dial indicates. I've made mistakes in both tournament and casual play (flying off the board, forgetting to de-cloak, not taking focus tokens, etc.) and always stand by them if my opponent offers to let me take them back. It's the only way you learn not to do it again!
You want this, don't you? The hate is swelling in you now. Take your Pocket Carriers. Use them. I am unarmed. Strike me down with it. Give in to your anger. With each passing moment you make yourself more my servant. It is unavoidable. It is your destiny. You, like your father, are now mine.
So.... At the top of the thread list
We have one thread complaining that the new ships are overpowered and completely invalidate the 2 older ships and
Another thread complaining that the new ships are inefficient and not worth playing
And in both of these threads the overwhelming opinion of the group mind is that the OP is wrong and it is actually the opposite.
That about sum it up?
We've seen the card. We're having the debates of its overall worth elsewhere. But what is it good for, really?
A small note before we begin: This card is not so much a Hull Upgrade as it is a mini-Chewbacca crew card - you choose when to use it. So you don't throw it away when you're about to take your first damage; you throw it away when you're about to take your last damage (After which that astromech wasn't going to help you anyway, what with your being destroyed!), or a critical hit more valuable than the bonus your astromech was giving you - cancel a Direct Hit in return for losing your r2 unit? Easy trade. It's this flexibility that's key. It'll work on Proton Bombs too, kids!
Rookie + 1pt Astromech
Be it the venerable R2 for a wide spread of greens, R5 for a teeny touch of durability, or one of the more bespoke options out there, this is probably going to be the make-or-break test, balancewise. With Integrated Astromech, the Rookie sits at 22pts, and durability roughly on par wit a B-wing, so it comes down to the dials (The X-wing is faster, the B-wing a better, if limited dogfighter; call it roughly even in different areas of play) and whether a 1pt astromech is really the equal of the Barrel Roll when board starts getting cluttered. I guess we'll see.
Tarn Mison + R7
Tarn, though, really benefits. He was already one of the better X-wing pilots, and his gimmick was always durability - now the R7 (that he was buying anyway!) can force the enemy dice to reroll, then be discarded to ablate one incoming hit regardless. Make no mistake, this is nontrivial - while he'll lose his R7 combo in the process, if it was the hit was going to kill him anyway, you can think of the R7 having bought one extra hit again.. I suspect we'll see more of him, should the TLT meta die down by the arrival of Wave 8; his annoyingly-tough properties just got even better.
Rookie + R3A2
This has the same caveat as Tarn, but the Rookie was never a bad platform for R3A2; it's just that the 'hog stole what little thunder the X-wing had left. While not able to double-stress like the Stresshog, a Rookies better set of greens means it can keep tapping out stress and maintain full 3-die firepower round after round... and then scrap the card to keep alive on that final kill-shot. You don't throw it away early, but it's better to lose the upgrade than the entire ship, right?
Hello, old friend... The only question is what we put on you! R2, R5, R4-D6, and R7s all look possible contenders, depending on just what sort of tactics you expect to use with him. The old rule of not spending too much on the ablative shield for your squad still applies, but I suspect 1-2pts to get a minor bonus that turns into an extra hitpoint at the critical moment is almost certainly a fair trade.
Luke + R2D2
Sacrilege that it may feel to blow up a 4pt droid that would have regenerated shields for you, if you were about to die anyway why not see R2D2 explode to let Luke live through that one more attack? Remember, you can't regenerate shields when you're already dead! Luke is often taking Engine to help arc-hunt his foes, but if you're saving points there... this isn't a bad option #2 (free never hurts, eh?), and hey, it fits canon.
With all these, it's important to note what this upgrade is not - it's not meant as an auto-include 'fix' for the top aces (Wedge will still prefer Engine, for instance), nor is it a balance sledgehammer. But it's a little more value out of a relatively weak upgrade slot, providing a little more durability to a relatively weak jouster. Is it enough? Time will tell. Is it bad? Certainly not.
So! What other amusing combos are there out there?
Actually, it's even better than that. 1) Falcon rolls, plays the odds and calls 0. Rolls 1, gets nothing from 3PO.
2) Fel uses Juke, changes the original roll from evade to focus. Falcon doesn't even get the Evade it rolled now. SAD TROMBONE.
3) Falcon can choose to use a focus on it, I guess, if you've not blocked the ****.
Eh, could still pair it with any of the 'discard' EPTs. IE., R2-D6 with Crack Shot or Adrenaline Rush, for example. You get your once-a-game ability, and then can discard the droid to cancel a bad crit without losing anything.