I've been playtesting for this game like crazy and itching to get some tournament play going somewhere and somehow. In doing so I've twigged to a few things I think others may find helpful in playing and deckbuilding. I have a fairly extensive background with collectible card games and a lot of the basic concepts are the same here so I'm going to explain some of them for newer players who may not be aware of them. Here they are in no particular order…
Card Advantage Is Everything
Just like any other card game, having access to more cards and/or information about the cards on the table, in hands, decks, or piles is key. Understanding cards themselves as an expendable resource is important to grasping how good or bad any particular card or strategy is. You must consider how and when you play a card as well to maximize its use. If you can play a single card in such a way that it makes an opponent have to expend two or more cards to respond, you have a distinct leg up. A specific example is causing an opponent to waste cards in an Edge Battle using Twist of Fate. Say you are defending against an attack and your opponent puts a card in their edge stack. If you respond by placing Twist of Fate in the stack, your opponent will likely place another card. By doing this you have used one card to make your opponent waste two or more. This is a shining example of card advantage. Another integral example is enhancements placed on units. If you attach an enhancement to a unit, you are expending a card. If the unit is subsequently destoyed, you have essentially lost two cards. In the case of, say, Force Lightning used in such a scenario the Dark Side has effectively used one card to make their opponent waste two. Drawing and "cycling" cards by discarding them in the Draw Phase is another form where you are effectively getting more and more information about the game state in addition to getting you closer to the card you want. With this in mind, I'm sure you can see why it's advantageous to try to be able to cycle a card on each and every one of your turns in most cases. The player with more cards or access to more cards is generally in a better spot than the player with less. Card advantage is potentially the most important thing to grasp in order to play this game well.
Timing Is Everything Too
The more knowledge and understanding you have of the rules themselves, the better a player you will be. The best example of this is Action Windows. Being aware of when they occur is integral to assessing when and how to do literally anything in the game. This seems obvious, but it applies in significantly less obvious ways. Just to give you an idea of how effective this can be, consider Jedi Mind Trick, which I think is easily one of the best cards in the whole game. If you use this card just right you can end up destroying a Dark Side attacker regardless of the Edge Battle. How? Let me break it down: Say your opponent is attacking with Boba Fett alone into Luke defending. You play out the Edge Battle and the Dark Side wins, however, because there is an action window immediately after the resolution of the Edge Battle, the Light Side plays Jedi Mind Trick to focus Boba Fett which allows Luke to strike and kill Fett without reprisal. Pretty powerful, don't you think?
Cards That Rely On Other Cards Are Crummier Than Cards That Don't
This is another simple concept with far reaching implications. How often do you find yourself with a card in hand that you are holding onto in hopes of drawing something else specific? Keeping Mandalorian Armor in hand and waiting for Fett, for example. By doing this you are essentially playing with one less card in your hand until you finally draw Fett and play him and the Armor. I'm not saying the Armor is bad, I'm saying you sould be aware of this premise because it can be extremely important. Trooper Assault, for another example, is a potentially devastating card under the right circumstances. Unfortunately, you need multiple Trooper cards in order to use it effectively. Until you do draw and play those other cards Trooper Assault itself is useless.
Heart of the Empire Stinks
Pretty much every card in this objective set is great and it also includes the game's first "sweeper" in the form of There Is No Escape. However, this game revolves around keeping the Light Side from destroying three objectives, which is typically 14-15 damage that they have to deal. By playing this card you are saving your opponent from having to do four damage at a minimum. To offset this you pretty much have to draw Coruscant Defense Fleet. Is that really the wisest use of 5 resources? Considering that all its Unit Damage icons are Edge dependent, I would say no because its primary function is a damage soak. Given that Shielding's interaction with Protect is up for debate, the Fleet is even less useful by my interpretation of the rules. Additionally, this card effectively takes away any strategic thinking your opponent has to apply to deciding which objective to attack. The less balls your opponent has to juggle, the more likely they are to not drop any. You want to complicate their decision making as much as possible. Heart of the Empire is arguably most useful first turn when it can allow you to drop any Dark Side unit in the game and take hold of the board quickly. Unfortunately, that not only can tie the objective up for two whole turns, it makes your opponent's game a lot easier.
I'm going to keep updating this thread as I come across or think of any more. Hope this is helpful!