So I was thinking about ways that the PCs could spend Threat from NPC rolls.
Ejecting from Starships
PCs can spend Threat to eject from their fighters or freighters. Because of the order of events, the PCs must decide to eject in Step 5 which is after hits are determined but before criticals are rolled so they'll have to guess and might eject a bit too early.
One Threat can be used to eject from ships with superior or bidirectional ejection system when the pilot is wearing a spacesuit. For example, most TIE Fighters.
Two Threats can be used on other ships where the pilot is wearing a spacesuit such as TIE Bombers and most Clone vessels.
Three Threats are for typical starfighters like Y-Wings and Headhunters.
Four Threats are needed for Sil 4 ships with escape pods.
A character in an ejection seat can make one Fly maneuver at Speed 2 on his next turn but no maneuvers after that. An escape pod can make Fly maneuvers, also at Speed 2, for as long as the combat lasts. (in effect the escape pod is a new vehicle)
Bailing out of Vehicles
PCs can spend Threat to bail out of vehicles. If the vehicle is flying high or moving at high speed the PC(s) might have to make some sort of check when they hit the ground.
One Threat can be used to bail out of swoops
Two Threats can be used for any open topped speeder.
Three Threats are for most normal civilian vehicles
Four Threats are needed military walkers or tanks that have armored ports the crew must climb through.
Have fun and stay safe!