I've got this image of the rebels being confronted by an Interdictor which they have to disable or destroy so the fleet can jump. It would probably require a few rule tweaks/additions but could be a lot of fun. Does this interest anyone?
I know the old X-Wing Alliance game had some good scenarios involving capital ships. The one I can think of involved a Lambda class shuttle with an Imperial defector on it. The shuttle was docking with the FRG Redemption when an ISD II and Interdictor dropped out of hyperspace. The Cruiser Liberty was nearby and came to assist. Once the Interdictor was destroyed, all the rebels hyperspaced out to end the mission.
I know that is not what most people look for in a miniatures game, but I rather wish there were some balanced "historical" scenarios as part of this game.
I think that balance is the biggest problem with creating any scenarios. Taking the scenario I've described above, the objective for the Rebels is to destroy the Interdictor (and escape, however that would look) while the objective for the empire is to destroy the Rebel ships before they escape.
Given the following:
Rebels (260 points)
1x MC80 Battle Cruiser
1x Nebulon-B Escort Frigate
Empire (266 points)
1x Imperial II-class Star Destroyer
1x Interdictor Suppression Refit
2x TIE Fighter
2x TIE Interceptor
2x TIE Bomber
That's something quick and simple I just put together, it can be flavored to taste (and should be, there's no commanders or upgrades besides titles).
From there I would place the rebel ships as far apart from each other as possible in the deployment zone. X-Wings with the frigate and the rest with the Liberty. The Empire sets up with the ISDII closer to the Liberty and the INT behind it. All empire starfigters start between the two ships.
Play until once team completes it's objective.
Based on what I put up there, i think the empire has an advantage. But someone else may see things differently. I'd love some additions to this scenario and/or feedback.