My biggest issue with healing Critical injuries is that you can test once per week per injury. Once per week doesn't mean you have to suffer from the injury for a whole week - not unless you fail the first check to heal it. I normally see all critical hits healed up shortly after the encounters they are inflicted.
I see Critical Injuries healed up rather quickly with the organic characters in my group because there's a Doctor, with the droid characters taking their Critical Injuries much more seriously. Still, more than a few times various characters have had to deal with some long-lasting crits. In one instance, the Wookiee Hired Gun lost his arm in a vibro-axe duel with a pirate captain, and it was three whole sessions before he got a cybernetic replacement.
At one point, one of the players used a Triumph to find a plunger that fit perfectly into the Wookie's arm stump with some binding tape, allowing him to use rifles with two Setback dice (since he still lacked an elbow and a hand). The player was angry with me -- even out of game at work -- but he was the one who decided to run off onto a pirate ship's bridge alone with no chance of back-up from his companions and no access to medical facilities because he was out in uncharted Wild Space. Everyone at the table warned him, and I even threw a Red/Purple/Purple/Black fear check (that he miraculously passed) in there to emphasize the point... so I feel no remorse. Plus, he won the duel anyway; he just lost an arm.
Honestly, I love the Critical Injury system if only because it allows me to identify problem players who I don't want to roleplay with. Some people just can't stand dealing with a negative status effect of any kind for more than one scene, no matter how easy they are to remove. (Noting, of course, that Gruesome Injuries [126-130 on the Critical Injury table] can inflict PERMANENT damage to a characteristic that cannot be healed, only temporarily ignored via high-cost talents that require a Destiny Point to use.) It is perhaps these same types of players who are wont to treat their GMs like the latest video game console rather than as an active storytelling director/partner. I tolerate that kind of attitude precisely to the point where I'm treated like the control pad being thrown to the floor.
All that being said, punishing players with multi-scene Critical Injuries is pretty harsh, so I'm glad things are the way they are. As in, it can happen but not so much that mature players will get overly frustrated/"reasonably" hurt. I'd love if it happened more, but my players seem to like things the way they are, so for now I'll just stick with the RAW and throw some lightsaber/mono-molecular vibro-weapon/distruptor weapon wielding enemies at my players every now and then when I feel like being evil.
Edited by JonahHex, 03 January 2014 - 09:32 PM.