Example
Reb Forces
1 CRV
1 YW Flight
1 XW Flight +Ace Squad Leader (1 Free Action to friendly squad within range 2, 1 Free Evade for Own Squad)
Imp Forces
1 VSD
2 TF Flights
Reb player wins a flip for first initiative and moves first.
Chooses his XWs (thinking they are most versatile, move them first because they can fare better in most any development than the other ships). Since he moved them first, and they already have 1 free Evade from the Ace Pilot, he chooses to Focus them (can be used for offense or defense).
Imp player chooses 1 TF Flight. Moves them. They have 1 Passive Evade at all times inherently being TIEs. As a baseline ship (like XWs will be for rebs) they have Focus ability as well as Active Evade so must choose between those two for the action. They choose another active Evade.
Reb Player chooses CRV moves it. As a heavier ship of the Alliance, the CRV has some bite to it and maneuverability as well. It can either Concentrate Fire, Boost Engines (a mod effect?!), Coordinate (boost another friendly), or some other shit. It chooses to Concentrate Fire, so come it's attack phase gets some kind of offensive bonus.
Imp player chooses his other TF Flight and moves them. Does the same and commits to an Active Evade for it's action.
Reb Player takes final unit YWs and moves them. They are assault type craft I figure. Their abilities are Focus and Target Lock. They choose Target Lock on the VSD (having assumed to moved in to range of it).
Imp player chooses his VSD and moves it. For his action he chooses to deploy another (let's say his last) Flight of TFs. They cannot action this round or move any further. Only attack (a bonus to moving and deploying perhaps?).
Move phase is over. We would chart the movements on the grid, maybe note the actions next to them post it and move to combat phase.
Combat Phase
Reb player had to move first without knowing where everyting else would be come attack time, so they get to attack first as well. He chooses XWs who opt to engage one of the TF Squads. They are at a distance yet so it is an initial pass on each other more or less. We could rate fighters in categories of Attack perhaps- Strafing, Dogfighting, Assault. So until arrival of AWings, XW would be Rebs best Dogfighter. TFs would obviously be a grade above. So Rebs would have to some degree also rely on improving with pilots maybe? This would encourage any one who was a Reb Commander character to take a Squad Leader Support character. Programming some forced dynamics in to rules and shit. (im getting wwaaay off track here) So the XWs are in Strafing category of Attack right now, they have the edge on the TFs (until they are in same grid space which is when Dogfighting would be used?). This now forces ships to move around, instead of remaining static. They have some value, let's call it 5 for the time being and TFs of 4, so full damage would be dealt. So they'd deal 5 damage to the TFs unresolved. They had Focused, so they could use the Focus to add +1 to their Attack. But instead they save it to add -1 to any incoming.
Imp Player now gets to attack. Chooses VSD. VSD attacks the CRV. It's a general Turbolaser Attack (maybe it has like 4 basic Attack types for diff weapons). Being an offensive weapon laiden powerhouse lets say it can attack twice, so it's second attack is Concussion Missile Attack on the YWs. Say VSDs Maneuver vs CRV is 2/4. 50% of it's max damage for the TL attack is dealt. Lets say 25pts. Say the CM attack has it's own Maneuver rating vs YWs, which is 3/5, so 60% damage is dealt to them. lets say 12pts. All unresolved yet, pending Action outcomes if any (unless we just work resolutions in to the combat phase which is possible, just presuming nothing is destroyed until the whole combat phase has run and the next round begins) anywyas..
Reb Player now chooses the YWs. They are definitely taking some good damage from VSD, so before the Imp player can use his other TFs to possible disrupt the assault ships, he's going to get their Attack off. (we build in some Abort Attack rule for Rebel fighters with Hyperdrive maybe? Reflecting nature of Rebellions tactics, if they are taking too much damage they can abort their attack and escape to Hyperspace? perhaps at an Influence Penalty for whoever deployed them?). The YWs use their Assault value vs the VSD. The Maneuvers are 5/2 (we know these values from established previous values in this Combat round), so it's 100%. The Assault value of YWs lets say is 10. They have a target lock remember, which come resolution multiplies final damage by 2 lets say.
Imp Player now chooses TF1. They attack XW. Units are in strafing/jousting face off so the values are 4/5 we know from when the XWs attacked them. So TFs will deal 80% strafing/joust face off damage. 4*0.8 = 3.2 (we establish rounding regulations, i say .5 round down, .6 up). TFs will deal 3pts of unresolved dmg to XWs (XWs dealt 5. 5 vs 3 pts dmg. Somewhat balanced so far)
Reb Player now chooses CRV. CRV has concentrated fire so is preparing to attack the VSD. Attacks VSD with its most powerful Turbolaser Attack. + Concentrated Fire, which lets say equals x2 all pre-resolved damage. CRVs does full 100% dmg because it's Maneuver comparison is 100% (4/2). Let's say 15pts. x2 is 30pts. unresolved.
You get idea. Sorry. I meant to only show how the OoB would go in that dynamic. Got off in to specific rule dynamics. Too far yet =)