To offer a bit more support for things:
Yes, the index project give stat blocks, but you are missing out on a lot of details that really make a narrative game narrative. Descriptions, purposes, how it fits in the galaxy. . .all of these things are just as, if not more important, than the numbers.
Even with this index, I still find myself buying the books. One part because it supports FFG and shows them that this game needs to continue (i.e. vote with your dollars). One part is to have all of that fluff. The last part is practicality, as it's nice to have an analog, non-digital version.
That said, here's a breakdown:
==Career Splatbook Overview==
Each book contains 3 species, 3 career specializations, and 2 career unlockables that add a lot of narrative and mechanical power to each career. Some are better than others, but I won't bother going into them in detail here.
As you are looking specifically at the beasties and gear, I'll focus on those.
==Enter the Unknown==
Lots of fun slugthrowers with alternate ammo, and probably the largest collection of starting ships in a splatbook thus far. I don't recall many beasts, but there's a few droids you can use. Armor is more useful that protective.
General, non-combat gear is mostly toward surviving in the wilderness. Some fun and useful things here, though!
There's a lot of amusing weapons in here, but very little fit for a starting character. Armor contains one of the best suits for a "mandalorian" character and also includes the first fully powered armor we see, which makes this rather fun.
There's a small collection of vehicles, most of which are outside of the reach of character creation, but there's some guidelines to turn any vehicle into a "military" ship. Fun if you need quick guidelines of turning your random luxury yacht into a fighting machine.
I don't recall much non-combat gear for this book, and the few pieces were narrowly focused to paramilitary groups.
I haven't finished this one yet, but the weapons and armor were rather minimal, but the weapons were focused on things that focused on stunning (which is a GREAT thing for the new Marshal career). There are some snazzy ships (including the HWK-290 "Freighter") and some other fun tidbits, but it really isn't my favorite book.
==Suns of Fortune==
Honestly, this book may be the best splatbook to get so far. Here's why:
--NPCs galore! Named NPCs, beasty NPCs, and CorSec agents! You can easily file off the serial numbers for any one of these and introduce it to your own setting (i.e. I'm saving CorSec for local police forces with some bite).
--Cheap gear! Honestly, the gear in this book is ideal for character creation where every credit counts, and the more expensive gear is just interesting to have on hand.
--Fast ships! There's a nice collection of ships here, and it's hard to say no to CEC.
--Modular Encounters! This gives a few hooks that you can use as-is or as a placeholder for parts of your own game. The NPCs there are also pretty useful and can be used anywhere.
--New rules! This may not be important, but when you get rules for how to play Sabacc and a fun way to handle vehicle races (as that's one of the module encounters), it's hard to say no to this book.
In all honesty, Suns of Fortune was the first splatbook I bought, and it has been the most well-loved book by my players as they buy gear from it (I think half of the table is wearing armor or carrying a weapon from this) or even play a species from it (Corellian Human and Selonian at my table right now). It's probably the most bang for your buck as you get some amazing setting information, plenty of equipment, a good list of goods outside of the usual gear, and a nice collection of NPCs to modify.
Why are you reading this still? Go buy it!
==The Adventure Modules==
I've never been one for pre-made adventures, but I do own Jewel of Yavin and Onslaught on Arda I. The first because it gives stats for Lando and Lobot (which can easily be tweaked for any administrator/gambler and assistant in the Galaxy) and my former FLGS special ordered it for me on accident (and I hated him losing a sale). It was still worth grabbing.
The second was snagged because it offers mass combat rules. My copy just came in on Thursday (haven't had time to read it yet), so I can't tell you much about it.
In any case, good luck with choosing which books to snag!