I've played a few sessions and I have some feedback about starships and vehicles:
Problem: The pilot should matter. Right now it's just as easy to hit Han Solo flying the Falcon as it would be to hit a completely untrained pilot. Both can use evasive maneuvers and it does not scale. The pilot talents are not enough. In particular I'm concerned that very experienced characters wil aoid starship adventure becasue they can easily be defeated in them no matter how skilled they are. The gunnery of their adversaries will be like 4/4.
Solution 1: Upgrade attack difficulty by pilot skill (modified by handling)
Solution 2: Make Evasive maneuvers a pilot check. Degrees of success upgrade difficulty of attack (and attacks). Also keeps untrained pilots from this valuable maneuver.
Problem: Hyperspace plotting time is unclear. How long does it take to plot a course and make a jump? If it takes a round (which is way to quick IMHO) what does in mean where the skill says extra success allows you to do it quicker?
Solution: It takes a 4 rounds. Make your roll and each extra advantage can lower this by 1 round to a minimum of 2 rounds. Threats add a round. Triumph allowsyou to do it in one round.
Problem: What is the penalty for failure to plot a course? Does the jump happen or do you know you made a mistake? If it happens what is the mishap?
Solution: On a failure you do not make the jump and have to try again (4 more rounds). Threat adds more rounds to the retry. Despair could be a jump with mishap, drive failure, etc.
Problem: Accelerating should not take away from movement. It is odd to require two maneuvers to accelerate and move. If you are going faster you should move more in a round not less. You can accelerate and not move? The extra maneuver for strain favors ships with copilots and those should be slower ships (with the way Star Wars works anyway).
Solution: Make accelerating/decelerating by 1 a free part of the move maneuver and then add a pilot only maneuver that let's the pilot make a regular check (modified by handling) to use successes to accelerate/decelerate that number. Only on silhouette 4 or lower ships.
Problem: Turbolasers are to easy to hit smaller ships with. This does not reflect anything we see in the movies.
Solution: Firing a turbolaser at a ship of silhouette 4 or smaller should be upgraded by 2. Or make it simple and just say turbolasers can't fire at silhouette 4 or smaller. Makes the action go quicker.
Problem: The rule to lower the silhouette by 1 for a capital ship firing smaller weapons is cumbersome for the purpose of not favoring the PCs.
Solution: Get rid of the rule. The strength of these point defense is numbers over accuracy.
Problem: The character scale rules for vehicles are cumbersome at best. There is too much room for inconsistency here.
Solution: For vehicles that are walker/airspeeder size or smaller (basically planetary vehicles) integrate their rules (defense, body, speed. etc.) with the regular character-scale combat rules. These types of vehicles will be much more commonly going against characters than starship scale threats and right now it is very unclear how you would run something like an AT-ST chasing a group of smugglers. At best there are a lot of conversions and at worst a lot of questions as is.
I love the game. I'll be there with it on day one. But the starship and vehicle rules concern me a great deal and seem very inconsistent with the other well-thought-out aspects of the game.