I'm still digesting the map strategy
I guess one way to thinking of it is as a hybrid of the GC maps Tanaab and ISD Judicator.
OK, let me try to sum them up in one line or two each:
In the first one, the Imperials have Stormtrooper Transports and TIE bombers and are to fight their way on board a station armed with laser turrets, and with several points of entry. The rebels need to communicate and co-ordinate effectively to respond to Imperial boardings, holding on to control points and tactically important choke points and repelling boarding vessels. The interior is Judicator-ish, with twisting and turning corridors but also a good deal of relatively large rooms that'd logically be on a space station (living quarters, armoury, general stores, command centre, etc.).
The second map is an Xtraction map, PR style, taking place entirely outside the platform - only the station's hangar bay is accessible (used to launch fighters and as a "checkpoint" for the freighter). Both sides have cruisers and fighters and the rebels need to get a medical freighter or maybe a corvette or something to the "checkpoint" (to pick up surviving soldiers and personnel from the station) and back to where it started (to hyperspace home).
[...] a big thumbs up to the work on the mini-map mock-up 
Thanks. I just wish I had AlliED and X-Wing Alliance installed, so that I could script some nice briefings and record them with FRAPS. I loved those briefings, with the flashing icons and little text tags and what-not. I download AlliEd just to see if it'd work without XWA, but of course it didn't (it needed the graphics file with all the ship icons). Either way, it's just the measly trial version anyways, as opposed to the $10 v1.57 which I used to have, so I don't know how useful it'd be anyway
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As a side note, maybe in the first map the Stormtrooper Transports are spawn points and take a while to re-spawn, so that if the Imperials are driven back to it they either have to un-dock it or lose it, and if a transport is lost, it's rather bad news as it takes time for a replacement to be launched. Would give those scattered laser turrets and as a result the TIE Bombers more importance, too (although I expect space combat outside to quiet down once the Imperials get a foothold on board the platform).
Another question, should all the Imperials' landing sites be blind zones to the turrets, or should one or two require the Imps to take a turret down before docking? And if so, should the turret take a while to re-spawn so that it doesn't just pop right back up and blast the "sitting duck" transport that's sitting there docked? Or would a faster re-spawn be a good thing, so that certain docking locations were more of a hurried "dock, drop the troops, and un-dock quickly" type of thing?
"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.