A straight Academy Swarm (8 Tie is still only 24 HP though)
You don't need to match him hit points for hit points, though.
3 YV-666 is a scary prospect, but it can't dodge for jack; essentially any damage you hit them with will stick.
The Trandoshan slaver is PS2, so a 50-50 mix of Obsidian and Academy pilots gives you 8 attackers and the capacity both to shoot first and to block. Without engine upgrade or higher
PS, they should have trouble avoiding you, and you've got the firepower to burn them down fast.
If you don't trust your green dice and want hull instead, 6 TIE bombers would give you 36 hull points - but only 12 attack dice (still more than him, though).
The other option is an Alpha Strike capable of taking down a YV-666.
Contracted Scout - Deadeye, Plasma Torpedoes, Extra Munitions, Overclocked R4, Guidance Chips x 3
or especially
Gamma Squadron Pilot - Proton Torpedoes, Extra Munitions, Guidance Chips x 3
Captain Jonus - Proton Torpedoes, Extra Munitions, Guidance Chips x 3
should turn at least one trandoshan slaver into a cloud of expanding plasma in the first shooting phase. The second squad, especially, bungs 4 4-dice attacks downrange, each with one focus-to-critical, one whatever-to-hit, and two one-die rerolls. The odds are pretty good of four hits each, and even if he gets one evade on each attack, that's still enough to kill him before he ever gets to fire, and with extra munitions in the tank, you can do that twice.
I'd concur that ion tokens and stress tokens are a bad thing for a YV-666 to face.
Alternatively, you could go one better; 4 lambda shuttles with a mix of ion and flechette cannons and electronic baffles....not a great squad but even chunkier.