You know, since I mentioned ship durability compared to the X-Wing and Tie Fighter games, something hit me.
In those games the default laser charge was 200%. It's what you started with and what the lasers would charge to if left even slightly enhanced. In this game, the default laser charge is 100% and you can only charge to 200% if you set lasers to Max Power.
So in X-Wing, a TIE Fighter died in two default shots, but those where 200% shots. Interceptors took three. But at 100% power, those were doubled. Needing to hit a TIE 4-6 times to kill it is a significant buff to its durability.
On the other hand, the lasers in Squadrons fire rather quickly, so that helps in killing speed. Hm, an X-Wing or TIE Interceptor with a rapid fire laser mod can probably shoot a storm of lasers thanks to their four guns.
I could actually see double-charging lasers being the way to go for TIE Interceptors for the most part. They're fast as is and don't sacrifice much Engine power to do so. Gut feeling says TIE Interceptors are going to be an outright menace in this game. I kind of want to make one with the stealth hull, and the biggest boost you can get for engines on it. Supercharge engines as the battle starts, get behind the enemies, slide 180. Max Laser power. Shoot them in the back before they realize that a red dot is missing on the sensors.
Basically a DIY TIE Phantom.