Crates of Krayts - implies that the characters have a starship.
Escape from Mos Shuuta - is about stealing a ship from what I can remember. There are various ways of handling this, but perhaps running the beginners games first, then go back to tatooine for a somewhat tweaked version of Krays. Or have someone steal or retake the ship the players use in Krayts.
I guess it depends on how close you want to tie them, and how much you want to change, flesh out and fit to your own group, campaign and so on.
I've only run the Krayts one, but I am considering adapting the beginner game adventures of my group, increased power level and all. They might need a new ship soon...
Shadows of a Black Sun starts in mid-action, from what I've gathered, so either you need create a whole new part of entering the starting area of the adventure, or - if you play that way - just use it and slap on some down time and a short stort explaining how and why they are doing it, and where they are. I'd make a new part to the adventure, perhaps two, for entering the base they start in. Perhaps set after long arm - if the end could somehow be tweaked to fit into the story of SBS.
As for the stuff in the core book and the gm kit, I have no clue, the book is in the mail, yet to arrive in my hands to be truly drenched in drool and other bodily fluids. It should be managable, and I'm sure, with some good prep, you could - once beyond the rim is out - slap these things together for a small campaign almost. If you have time and want to do the effort.
Make sure your brain is engaged, before putting your mouth into gear.
"What about the future...? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."
GMLovlie's/Jegergryte's Cubicle direct link to supplements here.