Been both playing and running EoTE for some time now and one thing has become apparent and that is the lack of interest for the most part in people playing non-combat support roles. Namely the slicers, mechanics, colonists and so forth that don't always have a high velocity role in a group dynamic, but none the less have a very vital role in the group.
They're the ones who patch up the wounded, fix the ship, find supplies, navigate space and get information, after all anyone knows an army doesn't fight on happy thoughts alone and RPG's tend to be somewhat 'gear-centric' in their reasons for many players to evolve over time so they can continue going on wilder and more dangerous adventures.
There will always be some kind of requirement to resolve conflict via violence in most RPG's, evil empires, corrupt officials, crime syndicates and so forth aren't exactly the most diplomatic of people. Not to take anything away from people who play those types of characters, but I think mechanically it's time to take a look at what support mechanisms are available for everyone else that doesn't necessarily have Brawl, Melee or a Ranged skill line in their careers.
The short answer is that there aren't many.
The long answer looking at the numbers is that they've basically got very little...
Guns, knives, sharp objects, explosives etc:
160
Armour and environmental clothing
22
Attachments for armour, equipment and weapons
41
Weapon and armour qualities
27
Spaceships and vehicles
123
Attachments for vehicles and ships
21
Communications and detection gear
23
Medical, cybernetics and drugs
33
Survival gear
22
Tools, disguise, fields and carrying equipment
32
The short, sharp and possibly unpopular criticism is that- FFG needs to take their hand of the 'make guns' button and start balancing their games around everyone, regardless of their career being able to obtain materials which give them a tangible, in game benefit to their skills.
At the moment, it's really easy to make someone that thumps, bashes and shoots their way through a game as their primary focus, get the necessary equipment and qualities to do their job.
But what about the others?
Very few of these items are of much interest to a social or technical based character, the medical characters get 'some' items which will give them a tangible benefit to their role in the group.
But after that, what are they really aspiring to get or want to obtain which will help them become a better mechanic, con artist, computer hacker or negotiator, there are very few items which give a bonus, take a setback dice, lower a difficulty and NONE of them have any qualities which have any types of bonuses that some of the weapons and armour have as an additional effect.
You can't get a superior toolkit to knock down difficulties fixing things, socially useful clothing that makes you fit in with certain crowds, a rigged set of sabbac cards for extra help cheating or an underground trade-sheet for the traders to work out where to sell their wares for the most profit. Heck, you can't even buy a hotted up computer full of illegal software and circuits so to speak, which would make most slicers feel at least 'adequate' and in their role.
So I appeal to FFG
If you're going to make more career books, the last thing the politicos, surgeons, slicers, mechanics and traders need is another bloody gun.
If you applied the same creative effort into the guns-sharp objects-bombs, plus all their attachments, qualities and combat mechanics to the general working gear and equipment that other classes would gain benefits from. Then you would have people wanting to play the non-combat careers a lot more as they have reasons to aspire to obtain, own things and not just buy a suit of armour or gun with their cash.