From the pod casts: I recall there was talk of a lot of tables doing force rating wrong in the first place. The only way to get a second force rating was at the button of the tree. Some groups were playing it so if they went into move, and then enhance they increased a force rating for it. Still others were playing it, if they went into emergent and exile, they got a force rating for each. Both are wrong! As mentioned the second force rating is down at the bottom of the tree, something like 100 xp deep, (a pretty gimped character compared to the rest of the party).
Then it came to force pips. The first pip was to activate the force. Then you could use the second/third/fourth pips to increase the things you could do, assuming they were all light side points. If not, then you had to convert, etc... And GMs were highly encouraged to make the dark side "a thing". This is where a lot of GMs were going very wrong. They were not making the dark side affect the character tapping into it. This is hard to do without telling the character what to do or how to act, which players tend to rebel against, but let the player know that giving up portions of his character is the penalty for tapping into the dark side. See my previous post for some examples.
So for example, move... assuming you rolled two white pips.. you activated the move with one pip, and your second could increase the speed (you have to as the default speed is too slow to do damage) ... but now you're stuck as you already used your action (to activate). Regardless, now you could move the object, but you only had control over it within the "short" range... as soon as it leaves said range it is either a "wild throw" (you used a pip to up the speed) or drops, unless you had a third pip to increase the range.
Some notes on move:
Move only works on objects. You can't use it on people/beings/ cats/ etc..
If you're trying to disarm someone (this assumes they have a weapon in hand at the ready), or move anything on their person, then you roll discipline as your attack roll, and treat it like a normal attack. You have range bands (provided you activated them beyond short). Also, all dodges and what-not are in effect. Then, If you get through all that they get at the very least a brawn roll (athletics being more applicable) to oppose it, the "strength of your move" dictating the number of purples opposing their brawn. (none of his applies to minions whom you're welcome to disarm to your hearts content provided you have the proper magnitude, speed (can't disarm with default speed), and range, ).
Throwing things into people came out to something like falling damage. It was negligible as they were able to soak most of it. Unless you dropped a ship on them or something (but that’s evil force at work). They still got a dodge (etc…) if they were aware of the attack, you still had to hit them with a discipline roll you had to be able to reach them (upgraded range if need be), so unless they were in short range, you needed two force dice to do it (activation/speed/size increase). You also had to be able to see the target.
If I remember the rest I’ll post it. I found an old post where I referenced it and that’s what was in the post.
These were just developer recommendations, and how they run it in their games. They know the descriptions in the book were kinda vague. Your GM is allowed to hand wave as they see fit, but risks making jedi too powerful for EtoE (only system out at the time of the podcast).