Well, wait no longer!
Initial Imperial Builds:
Victory Class Star Destroyer - It's the best of Wave 1
new and improved for Wave 5!
VSD2 and Gunnery Team - The best friends of Wave 1 are still all you need for a terrifying tool.
Dominator - Probably best on a VSD2, it's a lot of hurt in a (relatively) small package, especially on low upgrade opponents.
VSD1 and Expanded Hangers - The cheapest way to get 4 squadrons activated at once, Imperial side.
VSD1 and Dual Turbolaser Turrets - Long range combat - though the Arq does it better from the side, the VSD has more staying power, and hurts up close too.
Don't take a VSD to an assassination attempt. Too slow.
Interdictor Cruiser - They'd better not think of getting away!
Supression Retrofit and SW7 Ion Cannons - It's a respectable amount of damage from each arc.
Targeting Scrambler - The best defensive upgrade out there, and one of the best reasons to take an Interdictor.
Grav Shift Reroute - You can do some very, very mean things with this in Corellian Conflict.
Imperial Class Star Destroyer - You know you are going to have at least one in your 3 lists.
ISD2 w/ Gunnery Team - Come on. You know this goes together like Peanut Butter and Jelly.
ISD1 w/ Veteran Gunners - Another excellent combination that lets you maximize damage from the beefy front arc.
ISD1 w/ Expanded Hangers - 5 squadrons at once.
ISD2 w/ Electronic Countermeasures - It's really hard to kill if you have your brace. Forces Intel Officers on enemy ships at 7 points a pop.
ISD2 w/ Blast Doors - Oh god it's really hard to kill as well. Doesn't force anything though, but 14 hull (17 w/ Motti) is not going to get scarred easily.
Leading Shots - The best points for your rerolls, and you can still take Advanced Gunnery if the Rebels get frisky on Turn 1.
I guess we talk about squadrons next. Oh god, that's a can of worms with a lot of viable options. I'm not entirely sure where to start.