The best way to think about it is this:
Old Simming Management/Scale = 1 Command Ship, 3 Support Ships, 36 Auxiliary Craft, 72 Starfighters
New Proposed Management/Scale = 1 Command Character, 1~5 Support Characters, 0~100 Ground Troops, 1 SF Squadron, 1~3 Auxilary Craft
The idea is that support characters are going to be experts and specialists. You can customize your strike force to be geared towards space assault, smuggling, and dogfighting by loading it with Wedge Antilles or Han Solo types, or lean towards a more balanced disposition. Presumably, if you put a support character into an X-Wing, that X-Wing will be able to take on 4 TIE Fighters all by itself. If you decide to run with a normal X-Wing with a "standard" pilot, it would likely only be able to take out 2 TIE Fighters.
If we used a fixed asset management system, this would prevent players from relying upon an endless amount of cheap units to whittle down more expensive ones. The Imperial Player may have more TIE Fighters at his disposal, but that does not make them disposable.
The Rebel Player will only have a Nebulon-B to work with in terms of units, and so thinking about how you can fully utilize a single frigate over an extended period of time will force players to use what limited resources they have more effectively. Sending in 3 or 4 X-Wings to defend some Transports while the rest of the squadron is allocated elsewhere in the Sector is the kind of game I'm thinking about. But if those 4 X-Wings get KIA'd during a convoy defense mission, that's going to be a permanent loss until replacements arrive from HQ, which could take 1 Week per X-Wing, or whatever replacement system we come up with.
It will be similar with the Imperial Player, only with VSD instead. The Imp may have more units and more firepower upfront, but overall quality of those units and access to badass support characters (like bounty hunters) will be more limited, since the Imperial War Machine regards COs who don't get the job done using TIE Fighters and Stormtroopers as failures.
Slightly different dynamics for either side, but hopefully it's something that'll be worth it. It may be tempting simply to play as the Empire because you have more firepower, but the Rebel Player can simply have multiple SF/AUX groups be in different places at the same time, rather than consolidated and constantly moving from mission to mission. I think it'll work itself out. The intention is that the NEB and VSD will be utilized rarely, and most of the action will revolve around dogfights and small-scale ground battles.