A little off topic, but somewhat related as an idea:
In my latest campaign I started to make use of the star wars essential atlas in a new way with the goal to control where my players may go from the start. I took a map of the sector they were in and made a player's map from it, with only the planets and routes on it, that their navi-comp knew. They could only use those routes. It really made them hunt for navi-data, hitting spacer bars and making contacts to increase their range. And they really cheered when they discovered a secret shortcut in an abandoned freighter.
Okay, that is pretty awesome. I may have to borrow that one, especially in an Old Republic campaign and/or in an unexplored regions type of game.
Or, ya know, just having a faulty navicomputer. . .
In a campaign I recently started, the group as a whole didn't want a ship. Only one of the players actually wanted a ship. So I gave him one. At the beginning of the first session, he "won" it in a card game. Oddly, though, the character doesn't know how to gamble, and he has the barest inkling of how to play that particular game and yet he won an entire ship. The ship is a slightly older YT-1300 - nothing fancy.
Lucky, right? Nope. The ship was pawned off on him by its owner who was fed up with all of its problems. The ship is haunted. (Literally... by its first owner, a Jedi who was murdered on board. The most recent owner has no idea of its past, he just knows it is an accurséd ship and was high time he got rid of it.)
The ship is also needing some repairs before it can go anywhere. And that leads into a few misadventures planetside while they scrounge up the parts needed to make her spaceworthy. It also holds a few secrets that will likely lead to trouble down the road...
This is the type of stuff that makes the start of a campaign interesting. My hat is off to you.