*Autofire: Once the Jury Rig loophole is closed up (I'm assuming next week), it'll be better. Between the Autofire, Walking Fire and Making Ranged Attacks at Engaged Targets rules, it should work out okay (you are upgrading the dice pool one step & increasing the difficulty by 2). That being said, the wording on Making Ranged Attacks at Engaged Targets needs to remove the Despair requirement. What I mean by that is the text on pg 136 reads .."that [Despair Symbol] IS immediately spent"… In my opinion "is" should be changed to "can be." Despair, Triumph, Advantage and Threat should be left up to the group to spend. If something needs to happen on a test it should be wired into the success or failure of the test since those are pretty much non-negotiable.
Regarding Autofire, I played (GM'd) Episode I of the Adventure Crates of Krayts", with 3 players, one playing a Han Solo type Smuggler/Scoundrel/Pilot, other a Force User (sense) Bodyguard and the third one a Bounty Hunter/Assassin.
The last character used a blaster rifle with autofire, had level 4 agility, and a sole rank in Heavy Ranged Weapons.
The first ones had Agility 3 and maybe a rank in Light Ranged Weapons. Used a Blaster Pistol each.
The end result was: Smuggler: 2 kills, Bodyguard: 2 Kills, Bounty Hunter: 10 Kills. 2of3 player characters were badly wounded, but suffered no critical hits.
This experience diden't felt wrong or unbalanced. I think the reasons are:
1. The only character that was only shooting the whole engagement was the Bounty Hunter, maybe 6 rounds worth of fighting.
2. The Smuggler started racing towards the ship and later trying to fly her lower towards the narrow canyon, close enough to lower a chain (destiny point spent), and uplift the crates. Spent one or two rounds shooting in between.
3. The Bodyguard remained mostly by the crates, moving them to the ship and when, 2 or 3 rounds from the begining of the engagement, the repolsor sledge was shot and the crate fell, tried first to move it, failed to do so and only then started shooting for only about 3 rounds.
4. All oposition were minions.
5. Narratively speaking, it felt right and proper that the heavy weapon fighter using auto-fire had the most kills. it never felt "unrealistic"
6. and the other characters always had something to do, often thinking and acting out of the box solutions to get out of the fight and secure the main objective, which was to retrieve to crates back to the ship and not to die. In short, everybody had fun.
must test the aoutofire rules again vs. henchmen and nemesis adversaries, but so far they seem fantastic.