This list seems interesting. Certainly, initiative 5 offers great opportunities, which is important due to weak parameters in defense of TIE / in (with weak dice rolls the opponent can take off the ship in one combat phase). They are strong in the swarm and when they could decide on the final position on the mat. Personally, I'm not convinved to TIE Striker, if I would teke some, I prefer to use Countdown and add some device to it, which will allow me to differentiate the enemy's source of damage. With Countdown the enemy needs 4 successful attacks to destroy the ship. It'is very difficult to kill, in fact. Might be enough to do the job with others. With Proximity mines or proton bombs it can be very dangerous. I do not know if I would give a predator, because for her safety I would not let her fly alone, out of swarm, in the range of 3 or more. It could be an easy target for attack.
I would consider changing some ship from INI5 to INI4 eg. Iden Versio or Del Meko. Their skills can be vital to the results of the game. They strongly affect other ships in the swarm. Mithel and Skutu are very good. I did not play Howle often, but I think his skill is really OK. The ability to change dice result of ships such as TIE is highly desirable, because they suffer from a lack of good dice, very often. And it is difficult to do anything without a TL. In addition, INI5 allows you to carry out most attacks, even if the enemy will destroy the TIEs. So there are pros and cons. I used to fly 2*3INI Ties, generic ones, 2*4INI (Mauler, Skutu) and Darth Vader in hyperspace format and the result is fifty fifty (16 games). But I'm not so experienced player in fact (5 months) 🙂