Ok, i've been playing JTL for a few weeks now (didn't get into it right after launch) and i've made some disturbing observations....
#1: The biggest, most distressing problem, is that ship variety is going the way of armor on the ground - ie, once you get to master, there is NO motivation to use anything other than the master level ships. The design seems to be rock/bigger rock/biggest rock, which is the problem we have on the ground w/combat, right? Didn't anyone see this coming?
At least, for the rebels, there was some variety that makes different ships worth keeping around after you qualify for the next level one. Ie: the y-wing. I mean, that things a TANK. plus, being a two-seater, if you have a co-pilot in the gun, it can be a real beast in theory. Not a yt-1300, but a squadron of y-wings with co-pilots could be a real issue. That's cool.
There is, unfortunately, no reason for anyone to use TIEs, TIE/Ins, etc, once you level up though. Aren't these supposed to be the meat and potatos of the imperial fleet? Also, I don't remember standard TIEs having hyperspace capabilities......or shields for that matter.
The start of a solution:
This is not entirely fleshed out, but i welcome comments. Here's what i'm thinking though.
Low level tie fighters should be CHEAP to manufacture, much cheaper than they are now. Remove the shields, but then make it so Imps could buy say, 4 of them, then go into space with a squadron controlled led by the player, X vs. Tie style. Since the imperial navy is supposed to be SO MUCH BIGGER than the rebel navy, this should be an imp only option. But the tradeoff is that no tie below the Advanced can have shields, AND you can't use any of the shielded TIEs as wingmen. Cheap, but cannon fodder, just like in the movies

This does NOT mean players can't fly the low level ties, they can get in them too. I'm just suggesting a way to get hordes of TIE fighters in the skies, and be a neat feature for Imperials. Additionally, low level ties shouldn't have hyperspace capabilities.remember, they're supposed to be short range fighters...the solution to this? more on that later...
This is balanced by the fact that rebel ships should in general be a little more dangerous at equal levels, mainly due to having shield capability, and perhaps a little more firepower pound for pound.
As for hyperspace, My suggestion here is that there should be some low-level ships like the firespray, in that they are useable by everyone, but also easily available. Or something like the yacht but not as yacht-y, for transportation purposes. I don't fly my F-16 to the Mc Donalds, You shouldn't be flying your Tie/Advanced on non-imperial business. Yes this means transporting all those little tie fighters for missions becomes an issue. This would be a GREAT way for the devs to implement some player controlled capital ships into the game, even if it's frigates, or ship transports. They don't need to be player controlled, though, the interface could work essentially the same as it does now, but when you need to hyperspace during a MISSION, you would link up with a transport of some sort, which would dump your whole squadron where you need to go. This would also add an element of transport protection all the time...
Yes i know this is asking a lot. Yes i know this isn't entirely thought out, i'm just brainstorming right now, but the problem here is that the paradigm being used in JTL is essentially the same as the one on the ground now, that we're trying to get away from, via the CURB, right? Doesn't anyone else see this becoming an issue?
The only reason I see the devs designing the system this way is so that everything is fair. But fair does not have to mean EQUAL. Stronger rebel ships vs. more plentiful imperial ships, that seems to be what is reflected in the movies, and how all the X vs Tie games did business, and quite well, I might add...
Player commanded NPC ships in space wouldn't break the need for grouping in space for missions either, btw. If anything, it would encourage it. What would be cooler than seeing 6 players commanding 30 tie fighters taking on a big target? Or going into PVP with that kind of backup?
I'm trying to start a discussion here, please feel free to comment/add to this - hopefully one day a dev wil read it

-apier d'ion
-zoicyte d'ion
Starsider
Everything decays. My car decayed to 0 condition in august of this year, and I had to buy a new one. Your gun will decay with use, just like the clothes you wear. Are you still wearing clothes from 1995? I didn't think so. Decay is resonable. The rates, on the other hand, need to be balanced. Would you buy a car that decayed to zero condition in 6 months? Clothes that lasted 3 weeks? Doubtful.