Thanks. Let me know how things turn out, especially if you and your group spot something problematic. I'd like to think I avoided anything too broketastic, but that doesn't mean there wasn't some odd combination of effects that got overlooked.
Is this supplement necessary? Not at all, and I imagine there's plenty of EotE GMs whose games will be just fine if they or their players never use one element of this document. I prefer to see it as a set of options that GMs and players can choose how much of it they wish to incorporate of it. Jegregryte mentioned over at d20 Radio that he's using Injure for an NPC in his game, and if that's the only thing he uses out of this supplement, then I did good by enhancing a fellow GM's game just a little.
About the Jedi Initiate and Force Mystic pushing the F/S Exile off to the sidelines, I tried to address at least the Jedi portion with the "Including Dark Side Acolytes & Jedi Initiates in Your Campaign" sidebar, pretty much saying "be damn sure you get your GM's permission first." I'm a fan of making use of the fluff to help balance some of the crunch, and in most EotE campaigns, being a Jedi is tantamount to putting a big ol' bullseye on your back. Also, I see the F/S Exile as something of a self-taught savant with no formal instruction, where the Mystic has the benefit of having at least gotten a "Force Usage for Dummies" training course if not actual bona-fide training. Ideally, the Force Mystic would be primitive shamans and sages, and as a GM I'd require a player that wanted to take Force Mystic to provide me with a good explanation for why should let a civilized character acquire a "backwater" specialization. I did try to keep the F/S Exile relevant with the suggestion of a hard cap on Force Rating of 3 and that F/S Exile be required as one of a Force-user's two Force-Sensitive specializations.
The Healing power in general should generally be rare, given we don't really see concrete evidence of it in the movies and it's a very uncommon power to have in the EU. That said, if a GM feels that 5 Wounds is to generous, even if it's only once per day, I'd suggest dropping the healing down to 3 Wounds. There's also the matter of stimpacks already providing "quick in-combat healing," although with a diminshing return rather than a hard-wired daily limit and a decent chance for failure with a low Force Rating (the player may not always be able or even willing to suffer Strain and flip a Destiny Point to provide a quick bit of healing), so I don't feel that Healing's basic power does all that much to skew the danger level of EotE.
In regards to your points on the talents themselves…
1) Lightsaber Defense: The reason I didn't use the Defense mechanic was that the way that part of the rules isn't exactly the most player friendly, particularly in regards to the three Defense types (Melee, Ranged, and 'untyped' as provided by armor) being called as not stacking with each other (pg134 of the Beta rulebook). Rather than deal with possible instances of PCs having Melee or Ranged Defense and not getting any perk from Lightsaber Defense (if you go with it just adding +1 to the PC's untyped Defense), I just sidesteped the issue entirely, though it does mean the Jedi is safe from Precise Aim, which makes an odd kind of sense to me, given that it's typically massed fire that takes down a Jedi with a lightsaber. Now, if the rules on Defense are revised in the final version of the rules (such as removing the Ranged/Melee distinction entirely or allowing them to stack with untyped Defense), I may well revisit Lightsaber Defense in a later update.
2) Path to the Dark Side: I think you've got this confused with Dark Side's Embrace. Jegergryte asked a similar question over on the d20 Radio boards, and truthfully Dark Side's Embrace only exists to provide a clear-cut sign post that says "I have gone full Dark Side!" to those GMs and players that want such a thing. Right now, the rules we have (Beta) are pretty unclear on what exactly the jump-off point to becoming a dark sider is, and several folks have tried to shoehorn in rules for falling to the dark side. If a PC doesn't want it, they don't have to buy it. If a GM wants to let their Force-using players start out as being dark siders, that's their call, but that's just as much of a house-rule as the Dark Side's Embrace talent.
3) Like I said above, I think you got Path to the Dark Side and Dark Side's Embrace confused. Path to the Dark Side is a "bonus career skill" talent, providing Coerce and Discipline, so Dark Side Acolyte can get Discipline just as easily as the Force Mystic and Jedi Initiate.
4) Thanks. I wanted to avoid the WEG default method of "okay, here's your lightsaber, no fuss, muss, or meaningful roll required" but also avoid the mechanics-focused approach that the various d20 systems had. I also was amused by the idea of a Jedi wanna-be skipping over this talent, either because they don't want a lightsaber (odd choice perhaps; smart maybe, but odd), or somehow they've already got a lightsaber. In my head-canon, I figure that Luke bypassed this talent when he was power-leveling on Dagobah now that GM George had let him by into the Jedi Initiate spec
5) Given the Beta doesn't really have a Lightsaber skill, including it with actual codified rules (base Difficulty to attack, choice of governing Characteristic) as well as some (I think) neat background fluff would constitute "fleshing it out." Nearly all the skills in the Beta could very easily have their fluff text carved out with no real change in how the skill works, especially given the whole point of the Beta was to test the mechanics of the system.
6) In all honesty, Lightsaber Expert was tricky for me to price. The fact that Sunder doesn't require you to successfully hit the target in the first place (at least according to the text in the Beta about that quality itself or even the other qualities) means that the ability to spend a Triumph to instantly take out an opponent's weapon (much like Luke took out Boba Fett's carbine in RotJ) makes it pretty powerful. There's also the fact that Autofire, Blast, and Linked each specify that the attack has to hit in order to trigger those qualities, which lead me to conclude that Sunder, much like disarming an opponent, doesn't require you to hit the target, only to have enough Advantage (or Triumph in this specific case) to activate the effect. So, I preferred to err on the side of caution and make it a tad too expensive than too cheap or easy to acquire. Heck, in one play test session, the Jedi PC used this talent to destroy the heavy blaster rifle of an assault droid that was specialized in using that rifle and had no other weapons, turning it from a dangerous threat to a pushover at the cost of a single Triumph; to me, that's pretty powerful stuff. It does mean that this talent allows the Jedi to convert a Triumph into 4 Advantage for this one effect, and for some GMs and players might even seen as a weak use of a Triumph.
7) Deflect Blaster does potentially toss around a lot of difficulty upgrades, but only to a single attack in a given round, so the Jedi does have to pick and choose when they are going to use it. Do they use it on the bounty hunter packing a disentegrator rifle, or do they use it against the large group of minions that are each packing blaster rifles? Part of GM Chris' revision of "The List" for EotE (if anyone hasn't, go give Episode 7 of the new Order 66 podcast a listen, as The List is a great suggestion of things a GM should keep in mind when building encounters) is to avoid one-on-one encounters as much as possible. Honestly though, this talent was by far the hardest to iron out mechanics for, and could very well see some revision down the road. I do feel it's pretty damn powerful, which is why I buried it on the 5th row behind another 5th row talent and made it a non-ranked talent. That said, depending on what results people have from when it's put into play in their games, I may very well revise this if appears to be too butch.
8) Like you said, crossed wires, so nothing more for me to say.
9) Thanks again. I'm rather proud of the minor powers, as they provide a framework for additional homebrew Force powers, either by myself or by others, without requring them to have to build an entire Force power tree around it. I had tried building a Force Speed/Surge power tree, and that turned out to be a pretty dismal failure. But as a minor power (perhaps allowing the Force-user to take up to three maneuvers in a turn instead of being restricted to only two manuevers), it'd be a more feasible addition.