I really love the inclusion of the pre-gens with my beta book. The Shii-Cho Knight pre-gen did raise a question for me...
With an Intellect of 2 and no mechanics skill, how would this character be able to modify their lightsaber to have the +2 damage listed for it? The sheet specifically says it is a 'modded lightsaber' and the saber otherwise has the base stats for a standard saber with an Illum crystal.
I know there is nothing to say it was built by someone else or handed out my the GM, but it emphasizes for me how crazy lightsaber mod attempts are for characters not skilled in mechanics. Especially since the story expectation is that lightsaber wielders are expected to build and modify their own sabers eventually. I wouldn't want lighsaber stores or repair shops in my games.
With the two dice from Intellect vs a difficulty of 5 purple dice (3 base + 2 for mods), the only question is how bad the character fails that roll.
Given the damage capable by blaster fire and the fact that all other weapons can be carrying store-bought mods, I don't think having a melee-jedi/enforcer character with a +2 damage mod is that unusual or over-powerful. I don't believe this character even has reflect as a talent.
The pre-gens are provided by the developer, so I assume they also consider an 8 damage lightsaber reasonable for starting-type characters. The question is... how would starting characters with a lighsaber melee emphasis (instead of a gearhead) ever reasonably modify their lightsaber if mechanics is the only skill capable of doing the modificatons?
My recommendation would be to allow them to use either mechanics or lightsaber for build and mod rolls for lightsaber. That way, at least this poor ShiiCho Knight stands a chance to rebuild their lightsaber if it got destroyed or lost.
Aki