Was considering running an AOR/EOTE game with some rebels doin there thang...up until I really looked into the starship system, and WOW this is junk. consider the following.
A) PC #1.Badass pilot has agility 6, pilot space 5, and is flying an a wing moving at speed 5
B) PC #2.Captain invalid with agility 1, pilot space 0, in a ywing sitting stationary
C) Minion group( say 3) of goober tie pilots in tie fighters.
As the system stands now when the ties get within range of the PCs (say they are flying together) It's actually easier to hit the super ace in the awing( due to the ywings shield) then the gimp in the (stationary) ywing because the system makes no allocation for pilot skill, pilot agility, target speed, or target maneuverability.
The only exception to this is the pilot talent that adds a setback die per rank to the attackers roll. and note the pilot tree has this only once, and the squad leader twice.
So the ywings shield makes up for the awesome skill of the awing pilot for free.
The system needs to be COMPLETELY reworked to allow for the above factors (speed, skill, handling) to play a standard part in the dice pool for the attacker, or changed to somekind of opposed roll.
Starship combat is a huge part of the starwars setting and this system falls completely flat ( and that's before you even get into the goofy range band setup)
Would love to hear the developers input into why they excluded everything that makes a pilot/ship combo effective and decided on this system.
Just a thought