9/10. There are a lot of things that I'd like to see done that are either impossible to achieve well with the engine or don't fall within lore (namely, space firing/hit accuracy stuff, the Lambda's low survival rate, and the lack of a small repulsorlift transport aircraft for skilled pilots to use as an active teamplay tool [something like the Republic Gunship, but in the original trilogy lore])
However, First Strike is probably the second best teamplay-based game in the Star Wars universe that I've ever played (The first being Galactic Conquest). Ground combat surpasses GC, especially when the AT-AT's finally come to town. Space combat is on par with GC, but air combat and airborne utilities (transports, bombers) still need some work IMO. It doesn't feel like you're winning anything for your team through maintaining air superiority on Ryloth. Sure, bombers can do some damage, but folks killed in bombing runs still respawn quickly at those points if they're not actively contested, and neither side has a effective point-attack aerial transport. It just feels like the air battle isn't connected to or supporting the ground battle.
[Speaking of Lambdas]
In my observations, the Lambda is just a fire magnet where-ever it is, and although it has a lot of armor, it's still too vulnerable due to it's size, the profusion of anti-air missiles, and the difficulty it has defending itself. Plus, if it's being pursued by even one Y-wing, the troops disembarking the shuttle are bomb targets once she lands. The most fun I've had with the shuttle is going Nazgul on Rebel ground vehicles, which, unfortunately, is a massive server strain, and thus not something I can make a habit or tactic of. I don't even think the Lambda should spawn until the Imperials have control of the Mines; that way, they can focus more on the ground assault and direct air support, and use the shuttle to support the final attack on the Rebel Base once it comes.
Outside of Ryloth, the maps feel well balanced and conducive to teamwork.
IRT Safe-Keeper's comment on Space maps and teamwork.
Escape from Hoth caters to teamwork on both sides. Having a coordinated and responsive escort force as the Rebels will maximize transport escapes, while coordinating bombing runs as the Imperials maximizes transport casualties. The most coordinated fleet in Battle of Taloraan will win almost every time. Imperial Convoy Raid, I'd agree, doesn't feel like a map that really caters to teamplay, but it's a dogfighting/strike map.
GC Veteran (0.14-R6) "General Jafar"

