The amount of position jockeying Juno can do is insane. I would say it's impossible to block her with PS 1 and 2 ships. Committing an entire swarm aside. (Land on someone? barrel roll before your maneuver, increase or decrease speed to 2 or 3 and throw a hard turn. Taking a 2 bank to shed stress? Bump it up to three or down to one to dodge a blocker and still get your barrel roll to reposition)
Agreed. Sadly, whilst she floats like a butterfly, she also stings like a rather ineffectual butterfly too. Alozen and Vader hit like a tonne of bricks.
General advice:
Getting Target Locks is annoying with low
PS pilots - you move after people, so they tend to move into your range on their move, plus a target lock leaves you stuck with just unmodified green dice to protect you - a TIE advanced is tough but not that tough. As a result, unless you have a specific goal in mind, Advanced Targeting Computer is best used on Vader (who's PS9 and has a second action), Alozen (who gets his lock for free at range 1) and Stele (whose special ability triggers off criticals and can be PS9 if he takes Veteran Instincts).
For a generic Tempest (or storm) pilot, I'd suggest Accuracy Corrector. It essentially takes the dice-work out of attacking, meaning you always get over-the-odds attack results AND meaning you can save your action for Evade....making you much tougher. Plus it works terrifyingly well with Cluster Missiles.
I'd probably say Accuracy corrector for Juno and Zertik Strom, too, if only to maximise their firepower for minimal effort.
Lieutenant Colzet, I'd say Fire Control System - his ability means you want a target lock available after you fire, and frankly the damage his pilot ability does is potentially far more important than the two popguns on the front of his fighter.
Modification-wise - Engine Upgrades are good for Vader and Juno because they can dance like no-one's business. Other TIE advanced are going to be playing Heavy Fighter for the most part - so either a cheap Hull Upgrade (when you've got Agility 3 and evade it can be worth it) or Guidance Chips if you're carrying ordnance once they come out.
Ordnance: Two real options; Cluster missiles are nice and effective, especially with accuracy correctors, but do need target locks. Proton Rockets don't, and hit harder in one go, but do need to be at range 1. It's a matter of taste. There might also be a specific argument for advanced homing missiles on Maarek Stele - fiddly but it's not like they're expensive, and the potential to one-shot an intact Corran Horn makes it at least worth considering.
Elite Pilot Talents: Whatever the hell you like. Outmanuver isn't a bad choice for Vader, but neither is Predator or Veteran Instincts (pilot skill 11 with two actions - soontir who?). If you expect to see a lot of stress-delivering mechanics like R3-A2, Tacticians, etc, etc, you could even consider Wired. Juno is pretty similar, whilst I'd recommend against outmaneuver for any lower level pilot as they'll have trouble outflying anyone important. Predator's not a bad call - especially since you don't want to use your target lock for rerolls if using an advanced targeting computer. The one thing I really wouldn't recommend is Push The Limit, Opportunist or anything else that gives you stress, because a TIE advanced has a bugger of a time getting rid of it again.
I'd probably suggest one TIE Advanced (Juno or Vader) as a 'flanker' and two kitted out for 'heavy fighter' duties - Zertik Strom and Alozen or Stele work well together - you can afford to go into range 1 and you actually have the firepower advantage when you do....