Yeah that's the thing to remember with the Move power, is that it's blatantly obvious. Maybe note quite "clown at a funeral" level of obvious, but up there.
Relying on Move as your "go to" combat tactic is going to draw a lot of attention, especially if you have a routine habit of going up against Imperials.
Maelora's got a valid point in that unless you've got a character with a Force Rating of 2 or better, Move really isn't that reliable of a power, and even with FR 2 the best you can reliably hope for is 2 Force Points, which lets you activate the base power and one upgrade. Of course, you could spend a Destiny Point and suffer some strain to convert those dark side pips into usable Force Points, but that's reliant upon having that Destiny Point available in the first place. There's also the as-of-yet undisclosed matter of long-term repercussions of becoming too reliant upon the dark side, but that's a matter for Force and Destiny to discuss. Oh, and if you want to have that nifty Sense defensive upgrade going, that's going to cut down on your Force awesomeness as well since that's one less Force die you have available to roll.
To say nothing of having to spend all that XP to jack up Move to be that powerful in the first place, which is XP that other characters are spending on skills and talents. In one game I'm in, it's not my "minor Jedi" (Human Scoundrel/Emergent) that's the biggest bad-ass in the group, it's the Wookiee Commando that can either shoot you dead with his blaster rifle or hack you into bloody bits with his vibro-ax that's the real combat powerhouse of the group. The Chiss Tactician is no slouch either with her blaster pistol, and the Outlaw Tech isn't too far off either given the modifications she's started to apply to her heavy blaster pistol.
As for the "Force Unleashed" levels of nuttiness, I will admit that I can see the allure for some in playing a Force-user of that degree of power. It does make for a fun video game, but having played one such PC (in Saga Edition), I assure the novelty wears off fairly quickly when hurling massive Imperial walkers around like they were marbles becomes a trivial skill check that you have to struggle to fail.