A player generated group has a ship already; the starting characters in the adventure don't.
My experience is that players will spend all their starting cash; the characters in the starter didn't (and all rolled 25 on the pocket change roll). They're going to need some cash.
looking at the details….
Pash is either over points and/or not built according to current (Wk 11) standards.
4 attr 2->3 =4x30=120p
Either 10p in a non-class skill 0->1 or missing one non-class skill level
gear: Cr625 of gear, Cr400 in cash, +5 ob.
base allowed points of 110, maximum +15 from additional ob., and additional 5 ob for extra gear or improperly generated (human racial ability is 2 non-career at 1 each for free)
Base is 6 skill levels in career skills (actually, 4 class, 2 specialty, so either 6 at 1, 4 at 1 and 1 at 2, or 2 at 1 and 2 at 2).
4 Atts 1->2 4x20=80p
1 att 2->3 30p
1 att 3->4 40p
Unspent points 25. (150 of 175 spent)
Missing free skills 2 class 1 specialty, all within career skills.
Gear: 10 Obligation worth (Cr1425 in gear, Cr400 in cash) and some missing gear allotment
Brawn 3->4 40p
Agil 2->3 30p
Willpower 1->2 20p
6 career skills: Free
Brawl: Free for being a wookie
Unspent points: 0
Gear: 5 points of ob. (Cr625 in gear, Cr400 in cash, of a starting 500)
Br 1->2 20p
Ag 2->3 30p
Ag 3->4 40p
1 class skill 0->1 5p
deceit 1 free
5 points unspent
Gear Cr1550 in stuff, Cr400 in cash +10Ob and missing Cr50
There's also the issue of the adventure being tailored to the skills on the characters. Not a big issue, but if you're going to run it, check to make certain that the needed skills are posessed.