It is easy to assimilate by playing, but explaining all the rules can be a bit long,
but you can cut the corner cases (what happens if there is an obstacle between you and your target, that the Empire wins on ties for initiative...), just tell them it is bad, and start with :
1 maneuver, then the initiative order and 1 action that should be focus 95% of the time.
The shooting phase is pretty straightforward.
At least, you don't have to spend a long time making lists.
I first played a normal 2 vs 2 game with my RPG group (50 points per player, standard rules), then we moved to the campaign mode for the next session.
One of the problem of the campaign is that it requires a lot of Tie Fighters: 2 per players + 1 of each special craft (Tie Advanced ,Tie Interceptor, Tie Bomber, Tie Defender, Tie Phantom) per player.
I proxy most of the special crafts (Defenders for Phantoms, Interceptors for Advanced).
You can also have some players start with an A-wing if you don't want that many X-wings (or just proxy the new
episode 7 X-wing for the old ones).
Tie swarms are not viable anymore, so having lots of Tie fighters won't really help you win tournaments
There are also a few drafts for an Imperial campaign on the net, but it is harder to do (because Tie Fighters are really frail, and you cannot really start the players in Tie Defenders...), and not as balanced.