1st one. What's to stop an enemy ship or players instantly jumping to lightspeed when confronted with a superior force (the same with enemies)
2nd one. Star charts. Couldn't see anything in the book about them (maybe I missed the section?) How could I incorporate them appropriately (I am not aq sci fi person). I was thinking maybe to types of charts would be available? One which would lower difficulty of astrogation checks and another to a completely new system that I could make up or something?
What do you all think?
I think this is a pretty reasonable question. There's a substantial amount written about FTL travel in SW in the Astrogation section of the skill chapter and the Hyperspace Travel section of the Starships & Vehicles chapter (p 71 & 164, respectively), but they never provide a base time to plot/calculate the course prior to making the jump. Looking back at previous SWRPGs, Saga edition said it took 1 minute to make the calculations, and WEG 2nd Ed RE states the calculations conditionally 1 minute to 1 day in the skill section (p48) and later "about half an hour" in the Space Travel & Combat Chapter (p118). Also they point out "Many freighter captains caluclate coordinates while still at the spaceport to so they can make a jump quickly if they're attacked by pirates. So what does all this mean? Not a lot, really, because the rules should never get in the way of telling the story.
As a GM, I follow these guidelines, in order of decreasing priority:
The duration of the calculations takes as long as it needs to take for the purposes of the encounter I'm running
The duration of the calculations should stay relatively consistent
The written rules should apply where appropriate
So your original question about "What keeps players/enemies from immeadiately jumping into hyperspace to avoid a fight?"
The answer is: Nothing beyond the GM's design.
And that's pretty much it. And with no published calculation times in the Beta (gribble, if I missed, please let me know. Again.), we can't use three. The way I've dealt with the issue in the past is that if it matters how long it takes to plot a course (e.g. there's an encounter in space before the players make the jump), as GM I decide how long I want the encounter to last, and then say it takes that long to plot the course. For example, If I want the players to have to about survive 6 rounds against a flight of TIEs, then I tell them it takes 6 rounds to plot the course. If they already plotted the course on the ground, then I tell them it takes 6 rounds to get to the position where they have to jump. If you want the players to to destroy a set of enemy ships, don't give the ships hyperdrives and don't have them run. If you want the ships to escape, don't rely on a set time frame, have the ships jump away when it's dramatically appropriate. If you want to allow the ships to escape or be destroyed based on the players' performance, set a duration that you think would be a "good" performance by the players.
As for star charts… Why do you need them? For the characters, It's assumed they have the appropriate tools at their disposal to make the calculations, or there are difficulty penalties imposed. For the Players/GM, the star charts provide travel times between star sytems, which may important for planning travel and interesting to see seeing where systems are in relation to each other. There wasn't a galaxy map included in the beta book, but I bet there will be one somewhere in the final product's 400+ pages.
And if there isn't one there, any of these should suffice.
And if that doesn't work, try to get your hands on some of the old WEG books. They had fharts that listed travel drations between major ports.
The duration of travel, IMO, should follow the same rules I've laid out above.
Hope that helped.