Hi there!
I have been playing the game since it was released nearly with RAW, just a small change here and there, and I have to say that I am quite happy with it. Yet, there is something that bugs me more and more as I play the game, and it is the whole wounds, strain, soak, critical wounds, healing potions stimpak thing.
While per se it is not a bad set of mechanics (besides soak being characteristic based), which I know well from other games, I see it more fitting for other rpgs that more combat oriented like the W40K and WF rpg lines. I don't feel that it is very appropriate or evocative for the Star Wars universe, specially the continuous injection of stimpaks a la D&D healing potion style, but in general I don't think a Star Wars game needs such level of detail and crunchiness regarding combat.
So, I thought to start 2015 with the goal to, at least try, change this part of the mechanics. At the moment I don't have a clear idea, which is why I am posting here, but my starting point is The One Ring rpg for those who know it. So I was thinking of:
1) Getting ride of soak totally, not even armour soak. It implies that the Enduring talent, Armours, and Pierce and Breach qualities must be reworked.
2) Unite Wounds and Strain under the same umbrella, let's call it like in TOR, Endurance. This is a combination of how much fatigue, mental stress and "light wounds" your body can take during a fight before falling unconscious. As a first approximation I was thinking of simply adding together the Wound and Strain threshold values. Meaning that weapons now produce loss of Endurance, but also when you suffer /recover Strain by for example performing an extra maneuver or rolling advantages, you loss /recover endurance. I will need to change (unite?) the Grit and Toughened talents, the Stun damage (may be just by using the staggered condition? or creating a new one "stunned"?) and how healing works. I would like to create the "Weary" condition like in TOR, which will trigger for example when your character's Endurance drops to half. The effects of Weary could be something like upgrading all your checks once for example.
3) Critical wounds...here I doubt, I don't dislike them, but the minute detail of tracking them (how many of them, their difficulty and their effect) is tiresome especially taking into account that once the combat is finish they are so quickly and easily healed (I am assuming you have "medic" with Int 3 and Medicine 3 or Int 4 Medicine 2 in the group which may be not the case if you play in a small group of 3 players). So I was thinking again going with a simpler approach and make something like a "Critically wounded" state (the Wounded state in TOR). So that the Unwounded, Wounded and Critically wounded states will be, Fresh or Weary, while on top of it you can be also Critically Wounded. Then, armours, instead of Soak, they will provide protection against being Critically wounded, either by for example creating the equivalent rule o "Massive" for personal combat (pierce and Breach weapon will counteract this effect).
Enough for now, I will try to work on these ideas and post them further.