Agreed, I dropped Nera Dantels altogether in favor of a generic B-Wing and a generic Y-Wing.
Peregrine wrote:
Now that the upgrade problem is dealt with you've still got a problem with a lack of focus in your strategy. You've invested half your points in Biggs, but that only makes sense if you're protecting a glass cannon like Wedge.
The idea is to use Biggs as the shield. R2-F2 allows me to raise his agility value by one, the Shield Upgrade adds another shield. Both upgrades are there to make him harder to kill.
I picked Airen for his ability. First I gave him Veteran Instinct to give him a pilot skill of 10 to ensure that he will always attack very early\first. Then I'd use his ability to add an evade token or another green die to Biggs. (The cluster missiles were added to give Airen a little extra firepower, but I've dropped those and the Munitions Failsafe upgrade to spend the points elsewhere.)
I tried out this combo in a couple of games, my opponents were all very frustrated by the fact that they had to target Biggs which was initially impossible to kill.
Now, I say "initially" because I did wind up losing. The combo Biggs\Airen worked well, but it fell apart because I chose very bad supporting ships. I added Lt Blount with Ion Pulse Missiles and Munitions Failsafe, and, if I remember correctly, a generic A-Wing. Biggs\Airen need to remain within range 1 of each other, and that wasn't hard to do at all. But that meant that Lt. Blount and the A-Wing were left with countering flanking ships. If course, with both of them having hull\shield values at 2\2, they were killed fairly quickly when they were no longer in range 1 of Biggs.
The Biggs\Airen combo worked fine until Lt. Blount and the A-Wing were destroyed, and my opponents could start focusing all their firepower on Biggs.
So, my conclusion from my games is that the Biggs\Airen is a combo that works very well if they have good supporting ships that can take care of any flanking enemy ships. So I dropped Lt. Blount and the A-Wing and added a B-Wing Dagger Squadron Pilot with Hull Upgrade and Advanced Sensors, and a Y-Wing Gold Squadron Pilot. I picked those because they have a combined shield\hull value of 8 (Y-Wing)\9 (B-Wing), which should make them pretty hard to kill. To me they seem like excellent choices for counter-flanking\harassment ships.
I recognize that my biggest problem with this strategy is a lack of real firepower, but as a new player I think this seems like a decent place to start. I mean, it's not like I'll stop buying ships after I've picked these up.

Anyway, what do you think?
By the way, what do you mean "spent half my points on Biggs"? As it stands I've put 32 points into his setup.