I'm very curious to see what shape the RPG takes as well. For me personally, I feel that Star Wars is deserving of a system designed for it, as opposed to adapting a system designed for something else. Mechanically, the Force is not easily swapped out with magic, and the combat has a very specific feel to it that is at once very cavalier in that heroes are very difficult to actually hit, but also very lethal in that when people get hit, they go down. A game where players amass huge numbers of hit points, and end bosses require you to hit them with blasters 50 or 60 times to actually kill them just doesn't feel like Star Wars.
So I would prefer something more akin to what D20R did with Vitality and Hit Points, where you had a "massive hit point pool" that didn't represent taking actual damage so much as your luck and ability to mitigate damage you take. When this pool was worn down, then you lost damage to your hit points, which always remained relatively small (so that 1-3 blaster shots would reduce you to zero. I felt like this represented star wars really well in that as you level and become more powerful, your "luck" or vitality increased, but your hit points always stayed relatively low, leveling the playing field somewhat.
I think the most challenging thing about Star Wars is balancing out and integrating character scale, vehicle scale, and starship scale combats. Traditionally, this has been the biggest challenge for all Star Wars RPG games. We have seen abstract square concepts and minis attempted to handle this before, never to any sort of real success.
Flavor should be emphasized. The RPG has room and reason to develop areas of the Star Wars galaxy that films, cartoons and novels don't have space to really pin down. This is one of the things that the WEG game did better than anyone. Their Imperial Sourcebook and Rebel Alliance Sourcebooks really laid out how both factions worked from top to bottom. This sort of information is great for GMs that want to make players really feel like they are in an actual organization with layers of bureaucracy and the different sorts of units they can be assigned to or fighting against. Such organization also gives players a clear sort of BBEG "leveling" ladder where the GM can sort of see who the next link in the chain should be as the players move up the boss ladder. It also makes your material more appealing to non-gamers. Whenever a company can tap into a non-gamer market for their products, thats only going to help the viability of the line, and perhaps convert a few readers into gamers, helping RPGs everywhere.
I think flavor needs to be a big part of the RPG, introducing NEW corners of the Star Wars galaxy, and exploring those things only hinted at by the novels and comics. Legacy of the Jedi and Fate of the Jedi novels (18 in all) have a huge following. Doing a sourcebook dedicated just to that era would be something you could sell as a book companion as well as an RPG game. Perhaps one of the authors (aaron allston has a lot of RPG writing experience) would even be interested in contributing some new content. Dave Filoni in a recent interview with IGN just touched on all these little side-stories about bridging things in the cartoon series that won't ever be covered in the show, but that he has little stories for to explain it. This is prime material for little flash fiction pieces to accompany a Clone Wars era sourcebook or Jedi Order faction sourcebook, whatever. Getting these names onboard and tweeting and facebooking the releases is another way to increase sales. Remember the RPG is part of a bigger licensed universe, as Dark Horse Comics and Del Rey have shown of late with Knight Errant, The Old Republic, and New Jedi Order, and even Shadows of the Empire back in the day, the more collaboration you have between licensees, the better it is for everyone.
I wish FFG the best of luck with the RPG, and I really hope they succeed in ways previous incarnations have stumbled.
Keith "Nar" Kappel