I have the same problem. I have a few friends that do but they're over 100 miles away. There is supposed to be an online version, I haven't really looked into it yet though.
A theory build. The game's called X-Wing so lets start there. I have three of them so lets try a triple T-65 build, that way I don't have to worry about different dials.
T-65s are fighters with 3 attack, 2 evade, 3 hull and 2 shield - so at the heavier end. Being fighters they don't have massive amounts of health (though 5 isn't bad) and so we want to dogfight and keep out of arc... which means high pilot skill.
I have three T-65s, so lets look at the top four pilots on my roster.
Wedge Antilles, cost 29, skill 9. When attacking, reduce the defender's agility value by 1 (to a minimum of "0"). So he sort of gets an attack dice quality boost.
Luke Skywalker, cost 28, skill 8. When defending, you may change 1 of your focus results to an evade result. So he gets a defence dice quality boost.
Kullbee Sperado, cost 26 skill 7. After you perform a boost or barrel roll action, you may flip your equipped "Servomotor S-foils" upgrade card. So his skill is only useful if I have the S-foils equipped.
Garvin Dreis, cost 26, skill 6. After spending a focus token, you may place that token on any other friendly ship at Range 1-2 (instead of discarding it). Which sounds useful except as the lowest skill he'll be shooting last, so none of the other pilots will benefit unless an even lower skill opponent shoots at them. He also doesn't get an Elite talent.
So, Wedge, Like and Kullbee it is, for a total of 83 points, leaving me 17 to play with. Each T-65 can perform a Focus and a Target Lock and has a modification slot, an astromech slot, a torpedo slot and an elite slot. Kullbee's ability is to use the S-Foils so lets start there.
Servomotor S-Foils - cost 0, takes up a modification slot. In Attack mode I gain a 3 K-Turn and barrel roll ability. In Closed mode I gain a boost ability, green 2 banks but drop down to 2 attack. I can flip the card at the start of the Activation Phase - i.e. after planning but before moving. Even if I just leave it in Attack mode it's a massive benefit. There are a few other modifications I can take, Shield Upgrades, Hull Upgrades, Stealth Device, all good choices but for 0pts S-Foils it is!
Now for Torpedoes. Single use weapons which require a target lock to use. Proton Torpedoes, 4pts, 4 dice but can turn a focus into a crit. Flechette Torpedoes, 2pts, 3 dice, puts a stress on the target regardless of the dice result. Are they worth it when the T-65 has 3 attack dice anyway? Or do I use the Renegade Refit which costs -2pts and reduces the cost of my elite talents by -1 and allows me to fit a second modification. SOLD, and I have three of them so that's -6pts. So I now have 23pts to play with.
Lets talk Astromechs. Wedge is our heavy hitter so we need to make sure he gets on target. Flight Assist Astromech looks like a good fit, costs 1pt, After you execute a maneuver, if you did not overlap a ship or obstacle and there are no enemy ships inside your firing arc at Range 1-3, you may perform a free boost or barrel roll action. Unfortunately I only have one so we need to look elsewhere for the other pilots.
For Luke we'd obviously be tempted to use R2D2, cost 4pts, After executing a green maneuver, you may recover 1 shield (up to your shield value). However Luke already gets a defence boost so we may be better off saving R2 for Kullbee. Most of my other Astromechs are all about Target Locks, which are good for rerolls and Torpedoes (which I'm not packing). I do however have the 2pt BB-8, When you reveal a green maneuver, you may perform a free barrel roll action. May be useful for getting in and out of arc and given Luke is quite high skill he has a better chance of seeing where the opponents are. So that's another 7pts spent bringing us to 16pts remaining.
Now for Elite Talents. Until this week I would have said Predator with no hesitation. 3pts, When attacking, you may reroll 1 attack die. If the defender's pilot skill value is "2" or lower, you may instead reroll up to 2 attack dice. However I now have Push the Limit (3pt) and Expertise (4pt).
I have two sets of Expertise, When attacking, if you are not stressed, you may change all of your Focus results to Hit results - this is a massive increase to the hit chance (4/8 to 6/8 no Focus required!). On to Luke and Wedge it goes. For Kullbee I would be tempted to go with Predator, however given his lower pilot skill he could probably do with Push the Limit - Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token. So if necessary Kullbee can now perform two actions for the cost of a stress, which encourages him to do a green maneuver which allows R2D2 to regen a shield. Best of all Renegade Refit reduces the cost by 1, so actually this all only cost 8pts bringing us to 8pts remaining.
Lastly we now have a second modification slot to use. Munitions Failsafe and Targeting Computer are a waste of space as I already have a Target Lock and no torpedoes. Stealth Device costs 3pts, Increase your agility value by 1. If you are hit by an attack, discard this card. So it's an additional green dice, but all it takes is one lucky hit and it's gone. Hull upgrade costs 3pts, I can only afford two and it leaves me susceptible to critical hits. Shield Upgrade costs 4pts, so again I can only afford two. But it allows me to take two of my T-65s to 3 shields... but who...
Wedge hasn't got much in the way of defence bonuses so far, so he gets one. Luke has his own innate ability to help stay alive, while Kullbee is most vulnerable at skill 6. R2D2 can also make best use of that shield by regenerating it. I deliberately stepped over another possible modification - Integrated Astromech, cost 0pts. When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card. So if I give that to Luke then BB-8 can take one for the team.
So, that rounds out my triple T-65 X-Wing build at 100pts.