I would highly recommend not reviewing ships based on NPC encounters because it simply isn't accurate. That being said I got you covered

TIE/LN Fighter
Extremely maneuverable, can out turn nearly anything. That being said it doesn't have much more going for it, its guns pack a punch but their rate of fire is pretty bad, and it has very little armor. Its speed is decent at least, only a Z95 or A-Wing could probably chase it down, maybe a X-Wing.
TIE/IN Interceptor
This is the fastest ship I have flown. It does not maneuver well however and will lose if a turning fight is attempted. Its guns fire extremely fast but the energy drain is horrendous, enabling only a second or two's worth of fire. This would be fine if it did much damage, but as it is it takes four full bursts to knock out a X-Wing's shields. It's a good thing X-Wings are rather reliant on missiles and we know how to deal with them otherwise the Inty wouldn't be viable, in fact for a while it was shunned because of this. The Interceptor cannot take a hit either, two solid bursts from a X-Wing and it is dead.
TIE/AD Avenger
This ship is slightly slower than the TIE/in and can be considered the Imperial equivalent to the A-Wing. Its guns are once again very rapid fire but don't do any notable damage, the main difference between this ship and the Interceptor is that it has missile launchers. Those make it a great hit and run ship. Other than that its maneuverability is even poorer than the TIE/D which is sad and it can take about as much damage as the TIE/in, aka none.
TIE/D Defender
This ship is the Empire's tank. It is as slow as a tank, it turns like a tank, but it has the firepower of a tank and the armor of one. Needless to say this thing cannot hold out on its own, it needs at least one other fighter working with it to be effective. The TIE/D cannot even outrun K-Wings or Y-Wings if that gives you a clue as to how slow they are and barely out turn the K-Wing in a dogfight. That being said if something like a X-Wing or Z95 crosses its sights it is two shotted and dead.
TIE/SA Bomber
This ship seems to be designed to make whoever flies it dead. There are two reasons someone would want to fly it, it has a scout drive and a big bomb bay. That's it. Its cannon does little damage and has a bad rate of fire to boot, it can't out turn anything smaller than a patrol boat that I am aware of, is slower than it should be when its other stats are taken into mind, has very little health, and it is a massive box that is easy to hit. Basically a flying coffin. In all my time as an Imperial I've flown it once and that was enough.
XG-1 StarWing
This thing is basically an Imperial Y-Wing. It turns slightly worse than a Y-Wing, has a similar amount of health, the same armament and speed. Basically a Y-Wing except smaller and with a reticule bug that makes you target the middle of its dorsal fin.
GAT-12 Skipray
The Skipray is our equivalent to the K-Wing. It is heavily armed and armored, more so than the Defender, yet it is curiously faster. It is also way too heavy for its inertial compensators or whatever they are called because this ship slides whenever you turn. It would be badass if we weren't trying to navigate hyper tunnels. It works best a bomber for BIG capitals or a missile support ship. Try dogfighting anything with it and it would die depending on if you survive the missile spam that you will get for attempting to fight one.
Gamma class ATR-6 Assault Shuttle
This thing is a monster. It is very slow and easy to hit because it is basically a massive box. That being said its large amount of health means you need either a lot of small guns or some pretty big ones to blow it up. If you find yourself on the business end of its turbolasers you might be in for a lot of hurt, but to be honest the lasers move slow enough that you can avoid them. The ATR-6 can also be loaded up with bombs for capital ship killing but because it is such a massive target even the biggest guns on a capital have a decent chance of hitting it so bombing runs in one is suicide. One tried attacking my Escort Carrier once and it died within 3 seconds of getting in range because every one of my shots hit it. Use as a missile support ship if you want to be a jerk, but note ATR-6s have been known provoke a capital ship as a response if necessary. Caps stop being overkill when Gammas (which themselves are overkill) get involved.