One of the many separate Star Wars Attack Wing sets I have assembled is TNG Battle scale-Generics.
This is the big ships from the TNG period, but only generics (no uniques, or named).
They are weaker and cheaper than the Uniques*, rely on squadron builds, all abilities coming from their Captain and faction limited upgrade choices. You can make some strong squads with just these ships generally with a lot more plastic on the table than unique ship games.
The 100 pt squads tend to be 3-4 ships with a mix of Captains and limited upgrades, making for a decent small battle scenario, very much like an old school 1e X-Wing match and easy for new players to pick up.
Most of these now get a run and being an older photo, there are now even more!
100 points can net you 5x K’Vort class Klingon Bird of Prey with generic captains, which is 20 red dice, 35 health with 1 agility in a simple and powerful squad, if a little bland. You could also get 6 K’Tinga with a decent leader, or a mix of 4 Neg’Var and Vor’Cha cruisers.
The Federation could have a mix of up to 5 Nebula and Excelsior class with room for a better Captain, up to 4 Akira, Galaxy or Prometheus class with a mix of Captains or upgrades, even squeeze 4 Sovereign class (25) in with generic captains.
The Romulans can field 2 Reman Warbirds (32) with a support and even the Borg can get a few ships on the table.
You can load up some ships with upgrades, but lacking inherent ship abilities and with 1 less shield value across the board, points are generally better spent on more ships and upgrades spread wider. The smaller upgrade bars also tend focus the ships into specific roles, like “tech support” or “weapons platform”.
You can field everyone you want, they might just be on different ships.
Unlike XW especially 2e***, AW is a lacking in post move Actions, which can make flying a little boring, but it does better simulate the “battle wagon” as opposed to dog-fight style of play.
This format allows for squadron tactics and synergies to off-set that slightly.
*Generics in AW generally lose a shield point, some upgrade slots and their bespoke ability, which is a big hit for only 2 points and some of the maths is well wonky (especially if a ship does not have shields!). This has never been a good fit for me and using generics only removes this. In other periods, I have upgraded the shield values to be all the same as that seems a reasonable concession for a 2 point bump.
**DS9 (uniques), TNG Battle (uniques for scenarios, generics for bigger battles), Voyager, Kelvin and Enterprise (a mix of uniques and generics-with shields adjusted), TOM and TOS (mostly named, but shields are adjusted when generics are used).
***XW 1e sits between. I often compare the NX Enterprise 2-3-3-0 to the Tie Fighter 2-3-3-0, pointing to the vastly deeper build potential of the NX, which when fully loaded is quite robust with multiple crew, ordnance, a choice of Captains and now the Prototype option), but compared to the Tie it is slow, has no Roll (or Boost with upgrade), although, rare for Feds it does have two K-turns and one is white.