Okay, I said I'd be gone, but as Lorne and Kevynn asked, here's what we're going with for now:
Characters choose to start as Light (Order/Paragon) or Dark (Chaos/Renegade) side. Only applies to characters with a Force Career. (Emergents and Exiles are limited to two Force dice in our games so we decided it doesn't apply to them). Each character chooses an Emotional Strength and Weakness. Engaging with their Weakness flips them to Dark side if they are currently in Light. Engaging with their Strength turns them Light side if they are currently Dark. Light side rules are normal. Dark side follows identical mechanics to the book - lose 1 or 2 strain threshold, use DS pips, flip a Destiny at the start of each session, to represent the 'doesn't play well with others' aspect of the Dark side.
Characters can flip sides when narratively appropriate in the game, through engaging their Morality in play. No % for Morality is tracked, and no Conflict is ever used. Needlessly horrible things like burning down orphanages might still see the character 'corrupted' narratively, but in themselves, Light and Dark are not good or evil.
This offers a more 'Zen/Balance' approach than the movies, of course, and assumes characters will frequently engage with both of their sides, as Luke did in the final battle with Vader. It cuts out on book-keeping and the 'luck' element that evileeyore mentions above. Yes, eliminating Conflict probably makes the high-level powers more potent, but I'm okay with that. There are still consequences for actions without having to be a thug or a murder-hobo. Yes, you could 'game' this system, but you can 'game' the official rules too. And I trust my players to play in the right spirit anyway.
Don't get me wrong, the official rules seem fine if you're trying to emulate the feel of the movies. But this feels better for what we have in mind.
Interesting. Let us know how this works out in practice.