That would actually be something about the CCG game that I loved though - they didn't make you do anything. The space vs. ground vs. character distinction that almost makes it feel like three mini-games is somewhat unappealing. In that game you could certainly try to go without space or without ground and it could hurt you, but it was your choice.
I haven't played a game of SWCCG in a decade, but among the things I fondly remember:
-Depth. Every game actually was a unique "story", instead of counting numbers and determining a winner.
-No damage counters, no dice, no coins. The destiny concept was exceptional. As was the "life Force" idea - your deck was your life, run out of cards and lose the game. No "first to X wins" or "win a battle, win the war". You lost when you effectively did have nothing left.
-Balance between interaction and strategy. So many games focus on some kind of storyline strategy, or ignore the storyline elements completely to ultimately be a game of war with picture cards. This game managed to encourage a great blend of both.
-Number of strategies. It took time to develop, but there were a ton of different decktypes that you could play, many centering around key storyline elements.
-Competition. People still play it today because of the competitive nature. Tournaments were a treat. Of the many, many types of decks you had to be aware of who was playing what kind of deck where to have an edge.
Things that weren't so good:
-Constant rules additions/erratas to cards. Basically blowing up the Death Star, the Rebels putting up a shield on Hoth, training to be a Jedi, podracing, a lightsaber duel, and debating in the Senate all had their own set of unique rules. Each set had a couple pages of brand new rules just to accomodate a new storyline. Teaching "all the rules" to a new person was a tall order. Furthermore, abusive cards would have erratas which would revise the game text to something different than what the card said. All in all, they created a large glossary, most of which was expected to be memorized by serious players.
-Too much depth. Here's where the LCG format has a tremendous advantage over the CCG format, especially in today's environment. The guy who bought four boxes of each set had a big advantage over the guy who only bought two boxes, and that guy had a big advantage over the guy who bought only one box. To get up to speed and have all the tools necessary to play in tournaments and have any success you were looking at an investment in the thousands of dollars. Decipher also made too many money ploys - it was laughable how they withheld good cards from starter decks, and to make up for printing about 30 times more stock than what their demand was they simply repackaged it in and called the product "Enhanced", "Anthology","Sealed Deck" or "Reflections" along with a handful of brand new cards with incremental power that would force the more serious customers to purchase the product.
FFG would be making a serious mistake if their goal was to "re-print" the CCG. If they took the basic game engine and made it workable in an LCG format, as well as kept things simpler by making sure each expansion set didn't come with a slew of brand new rules they would be on the right track. If they somehow found a way to add a solitaire and/or cooperative mode to it they will have struck gold.