I have a question regarding Special X Abilities, where X could be Command, Pilot or Formation. I've been listening to some podcasts and have the impression that me and my group are playing "backwards"... in a sense that we included Formation abilities first, have some experience with Pilot abilities (since Formations grant those) and haven't really used Command abilities. No real reason for that aside from our tendency to associate SPA's with RPG characters (an avenue we have yet to explore), and since this game is a "pick the rules you want" type of deal we ended up using Formations first.
To us this feels "balanced" enough as long as everyone is smart enough to include a Battle Lance. But what I would like to know which type of abilities have the most influence on the game, which ones might be most disruptive for a "matched" kind of game. The podcasts gave me the impression it's Formations, but that could just as well be because it potentially introduces a LOT of SPA's on top of (potentially) existing Pilot abilities.
What's your thoughts on these, and in which order would you add them to games when introducing Alpha Strike to new players?