I would have preferred that shields = hp and that unshielded ships (larger than shuttles and fighters that is) just take critical damage (instead of simply dying at 0 hp, they lose "limbs" such as the cargo compartment, turrets, your combat droid etc).
With just 35 Health, that tie is at 11 hp now!
I would expect TIE-fighters to be one-hit kills. Set their Health to 10 to allow for "glancing" (=weak) blows (like the hit that crippled but didn't destroy Darth Vader's TIE) but generally ensure a one-shot kill.
Gunner 2: I go after Tie 2.
Any particular reason you wouldn't want to gang up to finish off weakened ships (since one hit won't be enough to kill)?
Meaning: why did Gunner 2 attack TIE 2 and not TIE 1? Something about firing arcs (not part of this example but part of your ruleset) perhaps?
Astrogation: I botched my roll! All these maneuvers are throwing off the computer, it can’t pinpoint our exact location! Argh! We need a droid, he has a better chance than me! Turn is over.
Tie 1: His move of 11 easily puts him close to your ship, he takes a shot, but misses!
Tie 2: He moves adjacent to his ally, remember that his Howlrunner Formation maneuver is still active, so he attacks you at a +2, and he hits! You take 11 points of damage.
Astrogation: I rolled a 14, beat the test! And a 6 on the Force Die. My threshold count is now at 11, 4 more and we’re outta here! Keep us alive guys…..
Did I miss something or did just Astrogation guy get to act twice?