Board Thread:Homebrew/@comment-30996754-20170206063825/@comment-454133-20170323044258

All neat ideas, but their power level is over 9000!  (crushes sensor)  Definitely need adjustment, but I like some of the ideas.

Enhanced Lateral Thrusters is more of a rich man's Vectored Thrusters priced for a poor man's budget, and to explain why, it helps to explore the various cases where it can be used. Not having to spend an action and not having to live by the restrictions of a barrel roll is really powerful. Even with a lower adjustment range than a barrel roll, you get free repositioning at the end of every maneuver, no matter what that maneuver was (bank/turn/stationary/reverse/straight/etc), no matter your size (think of large ships using this) or current status (bumped, stressed, unable to take actions due to crits, etc). For free you get to slightly adjust yourself in or out of arcs, or in or out of range 1, off of obstacles after clipping one, etc. You can do it while ionized, stacked with 12 stress tokens, and/or even after plowing through an asteroid. If you're still able to take actions, you can barrel roll or boost after the adjustment, amplifying their adjustment distance. You can do it a 2nd time in a round after non-dial maneuvers like Adaptive Ailerons, SLAM, and Daredevil.

There's no downside or limitation on its use. 2 points isn't just a steal, it's an armed bank robbery. ;)

Stutter-fire Retrofit: Neat idea, but you should probably add "You may only attack any given ship once per round.", otherwise you can alternate between 2 targets infinitely in a single round until one or both die (you can keep attacking, and they can't roll perfect evasion forever). Even with that fixed... it's potentially very dangerous on some ships when they're fighting swarms, and swarms have it rough already. Imagine a 4-dice ship like the Upsilon Shuttle, or a dangerous pilot ability like Bossk, or any imperial ship  with  Ruthlessness. Bonus attacks like Snap Shot, Gunner, TIE/D, etc are very limited for this reason.

Superior Etheric Rudder is actually a cheaper Daredevil with no stress penalty and way more abuse potential, and taking the modification slot instead of Elite (freeing up the very contested elite slot). The only other minor difference is it's not a maneuver and Daredevil is, but that has limited importance (only a few cards can key off of that, like Captain Oicunn). Imagine this on a ship like an Aggressor or TIE Interceptor. As a first step, I recommend comparing it to Daredevil and tinkering it to a more balanced level.

"Limit 'em good" is the phrase that's so critically important, but so hard to apply to one's own work. :)  These all need to have extra costs, downsides, or limits placed on them... and by costs I don't necessarily mean squad points.  Trying to balance everything with a heavy squad point cost is a very flawed method, and often fails.

Taking stress or damage or ion tokens, giving up actions or some ship stats (lowering the primary weapon value is a good start), and giving up on the attack this round are all example costs or downsides that can help bring a card back into balance. Explore around the various upgrades and you'll get a good idea of what FFG does to address such problems.