After exploring cards and finally having learned the rules (thanks FFG for posting rules of all their games freely, it makes choosing games much easier), we can start make some analisis on diferences of factions in Star wars LCG. This here is my take on Imperial Navy (more might follow if this one is well acepted)
Strenghts: quite lot of resouce generating units and enchancements (control room, duty officer and like). Has a good synergy for Vehicle units (Kuat reinforcements, Endor gambit). Death star dial manipulation.
Weakneses: might lack targeted removal and combat tricks compared to sith, very low on fate cards, you need Recon mission, or something along these lines to improve that. Has two themes - vehicles and troopers, but trooper theme still needs more cards to work.
Few words on each Imprerial Navy objective in core set:
Ultimate power - very very good, both objective itself and cards it comes with. Moff Tarkin and superlaser blast makes destroing LS objectives fast and easy, each in diferent way, and every new objective makes your death star dial turn faster. Good reason to buy second core set (well Ill have to wait half a year for at least first one to reach me, curse those local retailers)
Endor Gambit - great synergy betveen objective and cards, gives imperial navy some shielding and card draw.
Death and Despayre - defence upgrade on Ultimate power will make light side sweat, as taking doing 9 damage if you can use only two units for attack takes time, and with imperial Officer and devastator making death star dial move faster time is your ally (two of this and Ultiamte power seems very solid core for Imperial navy deck).
Defence Protocol - solid filler, few of everything, and twist of fate to negate your oponents stack of fate cards. Need to know game better to tell if reducing your handsize (ok, reserve, someone has copyright on handsize it seems ) is very crucial in this game.
Imperial command - another filler, this could work as a start for trooper themed deck with Take them prisoners. Orbital bombardment deserves special mention as fits well into "kill those objectives" theme with Tarkin.
Kuat reinforcemets - another great Vehicle theme objective, it makes those devastator fleets posible. Mention of honor goes to Backstabber, for even more ways to destroy light sides objectives.
Take them prisoners - feels kinda out of place in current Imperial navy lineup, as trooper theme is missing cards, works great with Corporate explotation and Imperial Command for some "horde of troopers" kind of deck, will wait for future releases to see how it develops.
Lets hope some of you find it usefull.