The first thing that needs to change is the core resolution mechanic. The dice system is just flat out silly, and looks like a transparent attempt to make money by selling custom dice. The die resolution system could
easily and with very little change to probability of success be changed to something like a d6 die pool system with 5 and 6 as successes. I know the advantage / success split would need to be fixed, but that mechanic is confusing enough (empirically, my GM and several other players all of whom are experienced with RPGs but new to the system were all befuddled by what to do with a failure with two advantages). Just discard that and use a tested mechanic like extra successes - roll N dice based on skill, a 5 or 6 is a hit, you need N hits to succeed, based on difficulty, and overage successes increase the margin thereof. You can fiddle that to allow 1s to be extra failing etc, but that is a lot cleaner.
The confusing symbol math needed to decode a roll (there are what, six major symbols, some of which count as other symbols, others which cancel in pairs) is annoying enough that I imagine every dev who has played this game has written their own die roller.
While the story and fluff behind character generation is pretty good, the three talent tree thing feels again like a cheap attempt to appeal to video game semantics, but ends up introducing balance issues (it is extremely worthwhile to dip a tree to gain cheap skill updates and the low tree upgrades, given cost scaling).
Character generation also makes it way too easy to make a really cruddy character by accident. In this case, "cruddy" is defined as someone who is significantly less likely to succeed at resolution rolls in a variety of situations. In particular, because attributes play such a huge role in skills and are hard to increase outside of chargen, it is waaay better to invest initial points directly in those.
This is exacerbated by the fact that while it feels nice to add specialization to a skill, it does not actually increase the odds of success by all that much. You are a better pilot with three green dice than with a green and a yellow. This problem combines the funky and hard to understand statistics of the resolution system with permanent mistakes that can be made during character generation, where a novice player can spend a lot of their resources making a character who is 15% better of a pilot than anyone else, but is terrible at everything else, which usually results in unsatisfying gameplay.
There are a lot of other bugs in the system - the weapon / armor add-on system is ripe for exploitation if the game is combat-heavy and the GM is foolish enough to allow people to easily purchase custom stuff. There are so many moving parts and ways to minmax, it is hard not to. I mean, an under-barrel flame thrower is a reasonable option here. FFS, FFG.
Ultimately, I enjoy star wars RPGs, but that is despite the mechanics, rather than because of them.
Ob- my roller.
https://stuff.spherical.fish/roll3/