One last reply, quicklike:
@Enoch52:
I'm not clear on what more you feel a starting character should have. For my tastes, I want my players (and when I'm playing, I want my character) to start hungry. If I'm playing a young merc eager to make his mark on the galaxy, give me a blaster and an attitude; the rest I'll earn or take.
The second experimental character I made was a doctor. I conceptualized him as a just-out-of-med-school newbie who had the misfortune to have an underworld figure's child die under his care. Crime boss, in a fit of grief and rage, blames my character for the death, and sends various murder hobos after him. He, in turn, flees to the Outer Rim to stay one step ahead of his pursuers while eking out a hardscrabble existence treating the bumps, bruises, and blaster wounds afflicting other fringe-dwellers. Cue fanfare, roll opening crawl.
I hardly expect this guy to start play with a mid-sized arsenal and a fully-tricked-out medbay at his disposal. Rather, I think he'd have a medpac (the Star Wars equivalent of a physician's bag) to do his job, a small gun (a light or hold-out blaster) that he keeps under his pillow in case trouble finds him, and a couple of other inexpensive odds and ends like a comlink and a hand scanner. I don't think that's an unreasonable quantity of starting gear that somehow violates the "keep them hungry" principle.
But I can't buy all that with just 500 credits. Either my character takes the medpac (in which case he's underequipped for everything but his job), or the gun and the other odds and ends (in which case he's underequipped for his job), or he takes more Obligation (in which case the cranky crime boss is a bigger and more urgent problem than I'm necessarily comfortable with).
Edited by centerfire