1) agreed that it'd be nice to have clarification from the Devs about which powers constitute combat checks.
2) agreed that it would be nice to have at least a few more examples of skills opposing Force powers, but again I do like that it isn't hard-coded into the rules. Leaving it up to the situation at hand is situational, and I would say that situational ruling based on the narrative is something that is also fundamental to the game. I wouldn't want to take that away. I love that my players can get creative and say "can I resist X with my stealth skill, since I'm in a place with lots of hiding spots and darkness?" And I can immediately say, "that's a great idea!" Instead of having to consult the rules for the "proper" skill to resist the power...
Bottom line, I think the examples they give us are sufficient, but I wouldn't be adverse to a few more.
3) and apparently I can't read thanks for pointing out the double-negative...I was confused.