Ran part 1 and 2 this week. Some points.
Definitely read and re-read each sections and picture scenes in your head and jot down the details you picture. Prepare uses for advantages and threat on some rolls you know the PCs have to make. If you are not good at improvising, don't get caught on an important with no idea how to drive the plot forward.
Part 1: What is the layout of the canyon and where crates, power generators, droids, shipping equipment, vaporators. Is there swoop biker gang hangout? How many famers are milling about? Just outside the landing area and the farm, what are rock formations and ambush points for the raiders.
Suggestion: Have the Tuskan raiders ambush up close. Most PC groups can easily gun down minion raiders running at them from long range before melee is even an issue. But if they ambush at medium or close, it really put the PCs on heels. Also, have the ambush start with Jora getting wounded from the opening shots of the snipers, so he doesn't accidentally steal the show from the PCs. For each player beyond 3 add a group of 3 raiders and describe the sounds of even more coming. The Tuskans should literally chase the PCs onto the ship. You could also throw in a kidnapped female tuskan bounded in one of settlement huts. If the PCs go in there either as cover or after the combat, it would flesh out why the raiders were raiding in the first place and makes the Hutt and Jora look villianous. This paints the picture that PCs work for real scum and give an eerie tone going forward which could create interesting inter-group ethical debate about how their ship was paid for.
When I ran it, the PCs easily gunned down the sniper groups before the ground raiders ran into engaged combat. Between Jora and the PCs (two of three of them were touting a blaster rifle and bowcaster) the minions fell too quickly. Once the PCs controlled the scene, they lingered around. they perform search rolls and scrounge through the farm and cargo area picking up anything useful like a bunch Jawas (they justified it because they were so broke and they had the time). as a result there was almost no tension. Also, one PC immediately ran to the ship, powered it up and used it to fire ship weapons at the poor raiders. Since there isn't really any rules on how much combat time it takes to take off, I simply called for a maneuver which may have been a mistake.
Part 2: The PCs will go about on an information gathering scene to find Lanni and what do to with the crates. This commonly gets derailed when you call for checks to get the info and the PCs proceed to horribly fail at all of them. Murphy law: if you need the PCs to make a check, they won't.
Suggestion: Since the scene is pretty dependent on the PCs making at least one of the info gathering rolls, I'd suggest making them easy difficulty. And prep some uses of advantages in case they roll them and you can use it to give them other clues to try other rolls. Add tension and suspense by describing that the PCs sense they are being watched. Call for Perception checks. If they succeed, describe shadowy figures dodging out of site from multiple directions. After the PCs find and talk to Lanni and learn about Techtank, have them encounter a small group of henchman bounty hunters at their ship, if you want to spice up the session with another fight, otherwise proceed to part 3.
When I ran it, the PCs failed alot of average checks (without setback die even) to find and access Lanni, it took some on the fly thinking to get them to there. They were kinda frustrated with that (one was even a social skill expert and was still failing checks) so I gave them another (harder) fight back at the ship. Hench man are much better and that fight had the PCs using stims and ducking for cover and passing the boost die to each other with advantages.
The more we play, the faster it goes, the more fun we have, and so on. Looking forward to running part 3. Reply if that helps anyone.