I would prefer total objective damage done as a more accurate measurement of tie breaks. Dial then damage done for LS.
Yeah. Damage done (per my suggestion perhaps, or another if a better version can be found) for when both win with DS, and the dial count (essentially how close the ds got to 12) for when both win as LS. A dial count is, in my mind, ideal. It favors aggressive style decks that push the dial along by killing objectives and defensive style decks that hold out and keep the force equally. It is a -much- better way to break an LS win tie.
So, a complete suggestion perhaps;
"Whenever a tie occurs (I.e both players won either as LS or DS), it is broken in the following way;
If both players won as the dark side, a tie is broken by counting the total number of damage points inflicted by the players' light side deck upon dark side objectives. If the light side won either by destroying the heart of the empire or the trench run, this counts as having inflicted 15 points of damage regardless of actual damage dealt to objectives. When calculating how much damage you inflicted, choose three objectives either in play or in your victory pile. Trench run may be included among these. Add together all damage inflicted up to the objectives base damage capacity. The player that inflicted the most damage after this calculation wins the tie.
If both players won as the light side, a tie is broken by comparing the final position of the dark side dial at the time of light side victory. The dark side player with the highest final position on the dark side dial wins the tie."
The current rules for "true ties" are functional when adapted to this context.