With an astro and illicit can you see any combos that could be broken? I played around with all the cards I have and got a couple of others to do the same but we always come back to having neither used! With white threes I imagine the unhinged would be a shoe in, but the illicit doesn't seem to be worth using.
Salvaged Astromech:
With white speed three moves the unhinged becomes worth considering - it's not exactly an automatic choice unless shedding stress is vital (which usually means you're running Push The Limit or similar).
The Salvaged Astromech.....2 points to bin off a ship critical (about 75% of criticals) is okay....with the extra hull it's more tempting but I still don't think it's that great on anything smaller than a Y-wing.
Overclocked R4 - not bad; focus re-use in return for stress. Essentially it's a cheaper, reusable glitterstim in a different slot. Attani Mindlink and Overclocked R4 might be something to watch for, but ultimately multiple use focus only really matters on the defense, and only one ship (normally) is getting shot at at once.
R4 Agromech - spend a focus, gain a target lock....not bad, but not amazing. Given that you've hard-locked it to cannons, not torps or missiles, this isn't too big a deal.
"Genius" - irrelevant; bomb specific
R4-B11 - nice in theory. Zuckuss shows how scary rerolling a defender's dice is, but you actually need a decent attack roll for it to matter and if you want to put (say) predator, heavy laser cannon, R4-B11 on the same fighter you're into ridiculous glass cannon levels. With 2 attack dice he doesn't really cut it for his cost. I suspect that unless you can gain your target lock free in some way, this guy isn't too hot (hence why the only time you normally see him is on Drea Renthal).
Illicits
Hot-Shot Blaster - a cheap, one-use 3-dice turret. Not a bad call for a ship likely to be tough enough to actually get to fire it. No particular interactions with anything other than Munitions Failsafe (which seems a bit expensive; 4 points to put a turret on a fairly fragile ship).
Inertial Dampers - not bad, but again, you're into the problem that this is ultimately a ship which kind of resembles the TIE advanced. Oh no! your secret super-special card got you a shot I wasn't expecting. Dink. Dodged it.
Glitterstim - If you've got a ship likely to attack and be attacked multiple times, this is good. However, the same effect is possible for a point less with overclocked R4 - beware of "add a focus result" abilities, though.
Black Market Slicer Tools - this, on a fast ship, makes for a good ace-hunter. I don't think there is a specific interaction with anything, though - it's stress on your opponent, not yourself, that matters.
Feedback Array - you're essentially a Z-95 with a slightly better dial and barrel roll. So you're better placed to get feedback attacks, but you're more expensive per hull given up. I think this might see some use, but it's probably a wash with current headhunter pilots.
Deadman's switch - Any plan based on killing your pilots is probably a bad one. This could be made useable in conjunction with a pilot ability, though.
I don't see any particular broken combinations.
Pilot abilities:
Well, the one named Dunelizard pilot I can think of is from the
FFG RPG Edge Of The Empire story "The Long Arm Of The Hutt" - which makes sense, because one of the Z-95 pilots (Kaa'To Leachos) is also an
NPC from a previous Edge Of The Empire story ("Under A Black Sun").
He's a rather cocky kubaz (the hooded dudes with the elephant trunk). In game:
Thwheek is rather overconfident and begins his attack using the Stay on Target maneuver to increase his
chance of hitting. The first time he is hit by the crew of the Krayt Fang, he changes tactics and switches to Evasive Maneuvers.
Which to me sounds like a variation on Epsilon Ace's ability - as long as you have no damage cards assigned, [effect to improve your shooting attacks].
This could be extra attack dice, a reroll to hit, or a free token assigned at the start of the combat phase. Seeing comments above, if you wanted to try and make R4-B11 tempting, letting him gain a free target lock means he'd be able to fire a cannon, use a focus token on it, then use a target lock with R4-B11 to crack your green dice (or just focus/target lock the cannon).
As to the other pilot, if you wanted to make the Deadman's switch tempting (it's another illicit I never see used), then you'd want to encourage him to be at range 1 - but in a way that doesn't encourage the feedback array. Since the Feedback Array is used instead of shooting, and ionizes you, then either it should trigger off attacking, or else off performing a green/red move (which you can't do after ionizing yourself).
Making it trigger off range 1 attacks is interesting, because that in turn might also make the autoblaster cannon interesting; a PS8 pilot with an autoblaster and an 'attacking at range 1' ability is tempting, because there's also the potential interaction with Fearlessness as well as Deadman's Switch, both of which essentially want you to park yourself in range 1 in your opponent's arc of fire.
I might even be tempted to make it a "you may suffer 1 damage to" ability - because if impressive enough, you can in theory fly in, unload an autoblaster burst, use fearlessness to add an (undodgeable) hit, damage yourself to trigger some other bonus, and leave yourself in a state where if your opponent shoots at you you will die (you're a 4-hit ship at range 1 - killing you ain't hard) and then blow up doing extra damage with the deadman's switch.
If you end up dropping it by a point, then 2 points for an
EPT pilot at PS6, leaves it at 22, and 24 for PS8
EPT.
Add in an autoblaster (5), fearlessness (1) and deadman's switch (2), and you're at 32 points, though - that's a lot. It'd have to be a bloody good ability, especially since you're essentially turning the pilot into a kamikaze.