I actually think that deckbuilding in SW:lcg is A. more versatile than in Magic, and B. the play is less prone to luck of the draw than other deckbuilding card games. This probably needs some explanation on my part, as I doubt that this will be a popular opinion. I agree that deckbuilding in Star Wars is more constrained than in other card games, giving the appearance of less choices, but as stated by others above, the weight of your choices is now increased as you're looking at objective sets as a whole and must value the whole objective set (pod). I think our experience from other card games is giving us a hampering bias with this system.
(Added in - Sorry this became a wall of text below)
(a) In a clever way, the designers have created a system where we are more likely to see "not so great" cards (Like Magic's crap rares) hit play more often. These "poor cards" have yet to really be isolated from something that's useful, as none of the pods are terrible. As more pods are released, we'll be thinking about those cards we don't like in those pods that we like to use more often. I suspect synergies between pods are going to become far more important than the individual pods. So we have fewer card choices, but more weighty pod choices, that will lead to a greater variety of cards in a deck - and more interesting choices and interactions in the future.
Competative Magic tends not to do so well as you dilute your individual cards - and as you said you tend to play 8-10 sets and land for probabilities sake. Generally - those choices are constrained by what you want to do with combos and color, and the land choices fall out mathematically based on what you have - but if you're thinking about which 8-10 cards, that's not a whole lot more decisions than 5-10 for which objective sets. I'd say the real lack of choices in star wars are for how the different decks work (Weenie, Control, Agro), but that's a function of the game being in it's core state with relatively few extra mechanics. I think we'll see some interesting new deck archtypes for SW in the future - like Fate decks, or Balance Decks. (You have prototypes of those now with people running multi twists of fate, and people running things that take advantage of the balance of the force) We just have fewer options to choose from - those magic card choices don't have to be sets of 4 of course, and you have thousands of cards to choose from, as opposed to about 36 pods.
Our number of choices will increase as the game goes on. I like to believe we'll see competative Star Wars decks in more variations than we will in Magic, because of the pod viability. Competative magic, in the popular type 2 format, tends to have 2 or 3 competative decks, the top deck, the deck that beats the top deck, and the deck that beats that, but loses to the top deck - with variations and rogues. I'm not so sure we'll see that happen because of the Pods - I think we would see that happen if we could choose any 10 objectives, and any cards we wanted as sets of 4 in star wars. (Darth Vader, Force lighting, Force Choke, and thinking about how those strong cards have lots of force Icons… ) Magic also has cards that are strictly better than other cards - why would you play a 1/1 lion for 1, when you could play a 1/2 lion for 1? Why would you play shatter over shattering pulse? I don't think we will see a pod that is "strictly" better than another - even if we see cards that are strictly better within the pods, because of the surrounding cards!
(B) Second, Magic and many other card games have to create some kind of card drawing engine, but in SW, we have one built in, we can fairly easily cycle through 6 cards per turn, with 50 cards in the objective deck, we're capable of seeing just about our whole deck in 8 turns, without extra card drawing. - Compare this to 1/4th of our deck in magic without extra drawing. This means we're about as likely to get to a single Vader as we are to get 1 of 4 of a set of key cards in magic, in a simmilar number of turns! Coupled with the edge battle system, we never really have fully dead cards in SW. Suddenly multiples of a "legendary card" are always useful - or even those not so great cards - they always have a place in the important edge battles!
This leads me to think that we will see decks that go over the basic 10 objective minimum, as we get more card draw abilities - or need to splash in some higher force Icon cards - diluting the deck may not matter as much, unless we are looking to play specific combo's like the leia, fall back tricks we see. When we go to overall deck synergy, and fast drawing - Diluting may not matter as much - if we are diluting with good synergy… I'm more likely to use single objective sets, than limiting myself to 5 sets (sure there's a place for doubles, especially with just the core available!) I feel more free to push 11 or 12 objective sets than I do to go above 60 in Magic. It's the combination of the drawing mechanic and the idea of pods that lead me to think we'll see more variance in what people play - and more variance in what is viable from a much more limited card pool than magic.
TL;DR - not so limited in choices, not stuck to luck of the draw as might appear