I'm not going to sugar-coat it: I think both of these lists are quite weak, and will serve you poorly in a tournament.
List 1:
Boba Fett (imperial) with VI, HLC, and Gunner
Saber Squadron with Calculation and Autothrusters
Saber Squadron with Wired and Autothrusters
Interceptors fly paired up, Fett flies solo, force the op force to split up.
VI is a good choice for Imperial Fett, as it gives him the ability to adjust his positioning after seeing the final board state of all the PS9 and lower pilots. I would swap out the
HLC in favor of
EU, to further exploit that advantage. Gunner mitigates your lack of offensive actions, and
HLC can be a waste if you end up shooting from your auxiliarry arc (which is very common if you're exploiting Fett's ability).
Wired is a terrible upgrade on an Interceptor, because it only buffs you if you're doing K-Turns or taking stress (both of which are death for interceptors). Calculation is also a bad upgrade, as there is no mechanism in your list to leverage the critical hits. Better to simply take Royal Guards with Veteran Instincts or Crack Shot. Don't constrain the interceptors to formation flying, let them be free.
My suggestion for a similar list would be:
Boba Fett (39)
Veteran Instincts (1)
Gunner (5)
Engine Upgrade (4)
Royal Guard Pilot (22)
Crack Shot (1)
Autothrusters (2)
Royal Guard Pilot (22)
Crack Shot (1)
Autothrusters (2)
Total: 99
View in Yet Another Squad Builder
List 2:
Biggs with R2D2 and Shield Upgrade
Wedge with Expose, R2 Astromech, and Experimental Interface
Red Ace with Autothrusters
Biggs and Wedge pair up, so Wedge can use EI to combo focus (or target lock) with Expose, and not worry about incoming fire as long as Biggs is around Once Biggs dies...well, yea, then it becomes a bit more tricky. Red Ace flanks.
I get what you're trying to do here, but the tempo of the game is not going to go as you plan. Biggs will get focused down fast, and barely have the opportunity to regen using R2D2. Once he's gone, Expose becomes a deathtrap for Wedge. It's one of the worst upgrades in the game anyhow; from a math perspective, it's almost the same as just taking a Target Lock. Red Ace is only strong with a regen mechanic that combos with his ability. This squad would work much better if you did something like:
Wedge Antilles (29)
Push the Limit (3)
BB-8 (2)
Engine Upgrade (4)
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
"Red Ace" (29)
R2-D2 (4)
Comm Relay (3)
Integrated Astromech (0)
Total: 100
View in Yet Another Squad Builder
The BB8+
PTL+
EU combo gives wedge the action economy and re-positional ability he needs to really leverage his PS9 and pilot ability. In the early game, stick close to Biggs near the beginning of the game, then start barrel rolling and boosting like crazy once Biggs dies. And Biggs
will die, but he can absorb a deceptive amount of punishment before that happens if you play him right (R4-
D6 can be used in conjunction with Integrated Astromech to shrug off a very strong single attack). Red Ace can shrug off 2 damage per turn when he does green maneuvers, which is very strong in 1v1 situations at the endgame.
I would suggest you play the second of these two lists I posted, because I think you actually have access to all the card you need. Might have to track down a copy of Push The Limit, and an extra Integrated Astromech.