Bumping this, I think the Phoenix home command upgrade cards are a lot of fun. They managed to put more interesting stuff in the most recent wave (phoenix home, carrier, fighter packs) than I thought they could. There is still *definitely* the sense that you would have a complete, straightforward game if you stopped by after the first couple waves.
I'm pretty wishy washy about it but after getting (mostly) caught up I tend to agree it's enough. But I'm weak willed so uh... I wouldn't mind one more medium Rebel cruiser of some sort.
I really like the new stuff I got. The Artiquens class are nasty. Carrier is pretty cool and the gravity hijinx of the Interdictor is very interesting. Still on the fence about the Hammerheads since they're so fragile.
Yes, it's hard for me to argue too much about it... these are cool fun ships! I'd love to figure out how to get the Interdictor out in anger. I can imagine it would be quite helpful in objective play.
I actually kind of like this model? Like, I can steer someone toward a very concrete set of ships that provide The Full Experience while still saying there are all kinds of weirdo and unusual ships you can get into if you love the game.
You're close to the luxury basic experience that you don't really need to upgrade from. #1 first thing is full stop you need a copy of the two early wave fighter packs (one for each side) and the rogues and villians pack.
From there, I'd say you're light on imperial. So I'd go raider or light cruiser and a gladiator and then, as the finishing touch, think about that imperial star destroyer if you end up with some money burning a hole.