These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: Rogue Squadron
Anti-Climax Boss: The World Devastators in the "Battle of Calamari" are this. Let's just say that taking them down is a LOT easier than how they were depicted as being taken down in the original source material of Dark Empire.
Also, there's a level in Rebel Strike in which you get to pilot an AT-AT. Yes, an AT-AT. The big one. For all of the game's shortcomings, the power trip you get from finally putting the Empire on the receiving end of that behemoth (and laughing maniacally while you're at it, of course) is arguably worth it.
The guard towers in "Prisoners of Maw" in Rogue Leader, they take so much damage that the Y-Wing's bombs are the only reliable way of destroying and even with the Y-Wing's shields they'll rip you apart in seconds.
Even Better Sequel: Rogue Squadron was an amazing game (for its time), but Rogue Leader improved upon it in almost every way and is, to this day, probably the best Star Wars themed flight game ever made.
Game Breaker: Any ship with cluster missiles once the homing technology is picked up, starting with the V-Wing airspeeder in the first game (essentially the New Republic's answer to the Missile Boat), then Slave 1 and Vader's TIE Advanced in Rogue Leader, and lastly the Naboo Starfighter (which was already a Game Breaker in the last two games before getting clusters) in Rebel Strike.
That being said, Slave 1 has very poor laser accuracy and is as slow as molasses (slower than the Y-Wing, if you can believe that) and if you run out of those cluster missiles, you're screwed.
Rebel Strike arguably passed the Game Breaker mantle from cluster missiles to sonic mines (first seen in Episode II). Just shoot a few in random directions, and boom - big blue waves of doom that cut through shields. Putting them on the Slave 1 made a little sense due to the above flaws, but it really goes into broken territory when they're equipped on the fast-and-small Jedi starfighter.
The sonic mines also slowly regenerate, so you'll always be able to create blue shockwave chaos.
The Y-Wing's bombs are a partial example. If your target is ground-bound and not an AT-AT, the Y-Wing's bombs can kill it. Plus, in later games, they regenerate, so you don't even have to worry about wasting them on small targets. Justified in this case, as the Y-Wing is too slow for most purposes other than as a bomber, and the other ships are correspondingly lousy at air-to-ground combat.
Rogue Squadron's Naboo Starfighter is faster than the A-Wing, more maneuverable than the X-Wing, and carries laser cannons that carry more firepower and faster firing speed than the V-Wing's rapid-fire turrets. It makes getting gold on every level it's usable in damn near trivial.
The A-Wing's concussion missiles got a major upgrade in Rebel Strike. With the ability to lock on to multiple targets and fire several missiles at once, they've essentially become a poor man's cluster missiles. And like the Y-Wing's bombs, they regenerate, so you can keep using them throughout the level whenever you're having trouble lining up a shot.
The AT-ST's in Rebel Strike rapidly regenerate both health and concussion missiles; any level where you drive one is basically an extended Curbstomp Battle.
If any player selects the TIE Advanced in the multiplayer mode of Rebel Strike, that player has pretty much automatically won, since its homing cluster missiles can pretty much one-shot-kill anything without even having to aim. Especially bad since- unlike in the single player mode- they're all unlocked at the start of the game.
Goddamned Bats: Tank Droids, numerous, tough, hard-hitting and ACCURATE. Plus a couple TI Es & TIE Interceptors actually had AI rather than flying preprogrammed paths. (Kile II, Chandrilla & Tyferra) Plus Moff Seerdon's Sentinel Shuttle. AT-S Ts might count too, since you tend to crash into them while trying to strafe.
AT-A Ts in Rouge Leader. They only face one direction so staying out of their line of fire is so easy the most likely way to die against them is to run into them, but since they can only be destroyed by lassoing their legs with a tow cable, destroying is painstakingly long and you ALWAYS have to destroy them because whenever they appear they have to destroyed before they destroy mission critical objective.
Good Bad Bugs: In Rogue Squadron, it was possible for certain cutscenes to continue on if the player were to crash their vehicle just before they even began.
For example, the "Liberation of Gerrard V" cutscene that shows Wedge being chased by a pair of TIE Interceptors would continue on longer than usual, only for the two TI Es to suddenly crash into the sea below, as if they were both shot down.
Scrappy Level: Pretty much any of the on-foot missions in Rebel Strike.
For those looking to get every Best Ever score they can, "The Sarlacc Pit" is actually very good due to its fairly forgiving requirements. So why am I writing about it here? See the above point? Apply it to a short level (no time to lose to get that Best Ever score!) that has you platforming while directly over the Sarlacc pit. Not hard, but rich with Fake Difficulty.
Sequelitis: Rebel Strike, while not considered a bad game by any means, is generally considered to be the weakest game in the series.
Of course, Rebel Strike also included a co-op version of the entirety of Rogue Leader, which alone made the game worth getting for some people. The single-player mode (the actual Rebel Strike missions), though? Definitely this.
First you fly as Arvel Crynyd, but are always addressed as "Pilot." Anyone who watches the movie will know that he is referred to as Green Leader during the film. Anyone who looks at the EU will know that Arvel Crynyd is his name. Given that they would had to look at the EU to learn the Super-Star Destroyer was called the Executor, the pilot's name can only be excused by this.
Second, the Liberty is used as what is supposed to be Home One. Nevermind that the two don't look alike (and that Home One was correctly depicted in the previous game, so they didn't even have limited assets as an excuse), the Liberty had already been destroyed by that point.
Prisons of Kessel: You're escorting a fragile shuttle through incredibly hostile territory filled to the brim with missile turrets that will waste your X-wing when they're not wasting your escort.
Battle of Endor: How bad is it?
Waves upon waves of TIE Interceptors, complete with the infamous Darth Bob AI, an Escort Mission where you have to chase after TIE Bombers (who will happily goMacrosson you if you try to take them out before they split up, and are nearly impossible to find afterwards even with your targeting computer).
And in case that wasn't enough, the game dumps two Star Destroyers on you at the end, and unlike Razor Rendezvous above, you're probably not using a ship equipped to handle them like the B-Wing. Oh, and you can only die three times. Have fun.
Rogue Leader's Strike At The Core. Seriously, it's the trench run minus vertical clearance and constantly changing dimensions. You reach the core, then do it all again, but this time without decelerating or you fry.
Try it in multiplayer. Split screen AND the useless Falcon!
And none of these entries account for medal runs, where you can't die or use the targeting computer at all, plus other restrictions like time- one minute for Razor, for example.
Those damned Tank Droids are worse! They're more accurate than the AT-A Ts are & more numerous.
And the 2 part Kessel Mission ("Rogue Squadron, where's our cover!")
Or Sullust. All missile turrets, no cover!
Or in Rebel Strike w/ the long Destrillion tunnel followed by TIE Hunters & the Super Laser.
Let's just say ANY level in the first game with difficult terrain and several missile turrets. Those turrets WILL hit you if you don't juke and evade like crazy, strafing to make absolutely sure that they hit something else. And on Kile II when you have a Y-Wing? Let's just say people should be very ,very, very glad those things had so much shielding.
The individual player ships have these Balance Tropes associated with them:
X-Wing: Literally described as "an almost perfect balance of speed and manuverability"—armed with four laser cannons, missiles, shields, and s-foils which allow you to go faster at the cost of not being able to use weaponry. It also has the benefit of an R2 unit to fix low shields at the eleventh hour.
Snowspeeder: A swift, fairly fast ship with dual lasers, and the only vehicle to feature a tow cable weapon, which is needed to take down AT-AT walkers. Its only significant handicaps are its low flight ceiling (as it is a repulsorcraft, and not a true starfighter) and lack of shields.
The T-16 Skyhopper in the "Tatooine Training" levels—best described as "X-Wing Lite", it has the speed and maneuverability of the X-Wing, good shielding, adequate laser cannons, and can be equipped with missiles or proton bombs.
The Flash Speeder in "Battle for Naboo"; a fast hovercraft with an accurate cannon and missiles.
The Police Cruiser in "Battle For Naboo", essentially a poor mans Naboo Starfighter with slower speed, less agility and weaker firepower (although its Proton Torpedoes put it slightly ahead of other craft that use concussion missiles).
A-Wing: A very fast and maneuverable hit-and-run ship, handicapped by its weak shields and weak default missiles.
V-Wing: Is actually a ship of average speed, save when it deploys its Scram Jets and has no shields, but has the ability to trigger devastating rapid fire mode laser cannons (which is prone to overheating) but its claim to fame is it's Magikarp Power with regards to cluster missiles, particularly with the seeker upgrade.
TIE Interceptor: It has the advantage of devastating laser cannons, and is fairly fast and maneuverable, but has no secondary weapons and is completely un-shielded, making it a very vulnerable target.
Y-Wing: A slow bomber craft, not worth crap for dogfighting due to its slow firing, tightly bound cannons, but can kill anything on the ground with its proton bombs (which regenerate in the sequels), and it can take more of a licking than the other ships. It also has the novelty of Ion Cannons, which allow a enemy target to be disabled rather than destroyed, as well as the benefit of an R2 unit for quick shield repairs.
B-Wing: A cross between the X-Wing and the Y-Wing, designed for taking out Star Destroyers. Slow moving, but armed with S-foils, three blasters, missiles, and an ion cannon.
The AT-ST in "Rogue Squadron" note hidden as an easter egg level, playable in the PC version via a code and "Rebel Strike"; not very fast moving, but very heavily armored, and equipped with brutal lasers and missiles.
The AT-AT, used very briefly in a mission in "Rebel Strike". Very slow moving, but has devastating laser cannons and is very heavily armored.
The TIE Bomber in "Rebel Strike"; essentially a TIE ship armed with homing missiles instead of lasers.
The Heavy Stap in "Battle for Naboo"; slower than the Flash Speeder, but has slightly better firepower to make up for it.
The Gian Speeder in "Battle for Naboo"; much slower than the Flash Speeder, but makes up for it with two heavy-hitting cannons and a devastating front cannon that can be charged up.
The unlockable AAT in "Battle for Naboo". Very slow moving, but armed with two heavy laser cannons and a projectile bombs.
The Trade Federation Gunboat, somewhat slow moving but armed with two laser cannons and short-range projectiles.
The Millennium Falcon in the first game (its maneuverability got Nerfed hard in later installments, making it a Mighty Glacier instead.) Its most notable feature is the auto-targeting, rotatable and heavy-hitting quad guns.
Naboo Starfighter: In the main Rogue Squadron games, it can be best described as "A-Wing Deluxe"; its faster and hits harder, but can take more of a beating. Like the X-Wing and Y-Wing, it also has the benefit of an R2 unit for last-minute shield boost. Its appearance in "Battle for Naboo" was slightly nerfed in regards to speed and firepower (considering it essentially replaces the X-Wing), but is still no less useful of a craft, especially when it replaces its substantially weaker counterpart, the Police Cruiser, midway through the game.
The Sith Infiltrator in "Battle for Naboo". Fast and armed with two sets of lasers that will mow down anything in its path.
The Swamp Speeder in "Battle for Naboo", basically a Flash and Gian Speeder mixed with a gunboat; its much faster than the standard gunboat, and has two fast firing laser cannons and a third heavy cannon.
The TIE Advanced X1; not only is it more durable and faster than the standard TIE, its ability to use cluster missiles gives it an extra edge in firepower.
The TIE Hunter in "Rebel Strike", basically an X-Wing mixed with a TIE fighter (with a dash of Y-Wing); faster than the standard TIE ship, is equipped with shields, missiles and ion cannons.
The Jedi Starfighter from Rebel Strike; its faster than the A-wing, deals far more damage with its lasers alone, and it has devastating seismic charges as a secondary weapon—and they regenerate over time!
The Buick, a Lethal Joke Ship available only with a cheat. Tiny (smaller target than an A-Wing), good speed, agility and shielding, and it mounts cluster missiles. In a bit of Lampshade Hanging, part of the code is WHATTHE.
The TIE Interceptor in the original Rogue Squadron—while fairly fast and has hard hitting lasers, its lack of secondary weapons and shields can be a serious liability.
The T-16 Skyhopper in the original games "Beggars Canyon" level, the only level you play it in. Its bulkiness makes it hard to turn safely, and its only weapon is a slow firing, useless laser cannon.
The Imperial Shuttle in the "Rogue Squadron" sequels; a slow moving, bulky craft with weak shields, no secondary weapons, only two unremarkable laser cannons, and a useless folding wing function.
The Naboo Bomber in "Battle for Naboo"; imagine a Y-Wing made even slower, with slow-firing lasers, no Ion cannons, and armed with only six proton bombs per ship. There is a reason it's only used for one mission in the game.
The standard TIE Fighter in Rogue Leader and Rebel Strike. As with the TIE Interceptor above, it has paper-thin armor and no shields or secondary weapons, but it's also slower and has tightly-bound blasters which make it a pain to hit fast-moving targets with any accuracy. Run a few missions in it and you'll see why the Empire usually flies them in packs.
Slave 1 in the second game starts out as a Joke Ship, but with upgrades becomes a Lethal Joke Ship. It's slower than the Y-Wing (if you can believe that), is a huge target, has lousy shields, and its bottom-mounted blasters are awkward if not impossible to aim with. So why would you ever use it? Threewords:HomingClusterMissiles.