As was the case with SWCCG, and could be the case here, future expansions can also bring new utility to existing cards. I remember when ISB Operations came out for SWCCG, it forced me to go back through my collection and dig out all the cards that would work with the Objective and I was definitely using stuff I never would have before.
If you can do that with your game design, it lets the players' collections of cards have more life and not just be restricted to the current expansions. The other benefit, from a business perspective, is that it keeps the purchasing of all of your expansion packs worthwhile for players that come late to the game. Sure, there might be "that" cycle, that everyone points new players towards getting first, but ultimately having the full collection should be fruitful.
Looking at cards we know from the demo, there is the Coruscant Defense Fleet that helps protect your Heart of the Empire Objective, which has the "Coruscant" resource on the card. I can imagine there will be at least one more Coruscant-type Objective in the Core Set; there are at least 2 each for Executor and Death Star from what I recall. Right there, you have a good strategy for a Dark Side deck; double up on "Heart of the Empire" (which I believe is paired with Coruscant Defense Fleet) and another Coruscant Objective, and you can likely have one, if not both Defense Fleet cards out getting in the way of the Light Side running on your Objectives. If you got lucky enough to have all 3 Objectives on the table be Coruscant Objectives, you can basically focus all efforts on boosting the Defense Fleet with support so the Light Side can't break through.
That's just a conjecture-based strategy, obviously, but I think it highlights the potential for some decent deck-building design around a core concept; turtle up and run out the clock. The Dark Side doesn't need to actually attack the Light Side to win, per se, just get that counter across the finish line. If you're not trying too hard to break through and wreck Light Side Objectives, you can just lock up Coruscant and try and win the Force each turn to speed up the game for you.
Theme-wise, I think that really translates to the universe as well; you would expect that a Rebel incursion into Coruscant at the height of the Empire would be a very difficult undertaking. As cheap as that tactic sounds, remember that if the Light Side somehow breaks through and wrecks your Objective, you also lose the game immediately, so it balances out all the extreme effort your opponent would need to expend to get there.