| Teridax |
The Solarian I think has had a fairly troubled development in 2e: in the playtests, the class was weak, rigid, and outright non-functional in encounters against flying enemies, but at least had something unique going for them in the form of their AoE revelations. On release, those revelations got removed from the class, whose core chassis ended up becoming that of a worse Fighter in space. The class is heavily feat-taxed, needing Stellar Rush for the mobility they desperately need to close gaps and Solar Rampart for heavy armor proficiency, and generally appears to be quite stingily-balanced, with sub-par class features in a game where it's not uncommon for classes to become legendary in two different proficiencies. In my experience, the class's playstyle doesn't really flow well, and a great deal many feats don't make use of the Solarian's different attunements at all.
All of which is to say: I feel the class could have been done quite a bit differently, and this is a feeling I've expressed as well for other SF2e classes, such as the Witchwarper and the Technomancer. The Solarian brew I put together gives an explanation of what I was going for towards the start, but here are the general features:
The general aim of this brew, besides making the Solarian more functional, is to give them a more distinct niche from the very beginning as this hyper-mobile, flexible stance-dancer who can provide both single-target Strike damage and AoE. Many of your actions would have the flourish and cycle traits, meaning each of your turns will often revolve around choosing which big, flashy move to use, and how to string those actions together to make the most of both your attunements. In my playtesting experience, this not only made the Solarian feel a lot better to play, but also made them feel more active and flexible overall, with much more of a feeling of flow when stringing cycle or disharmony actions in the right sequence.