Assuming they pick fights with stormtroopers, unarmored, on a regular basis, yes. Thats a natural result of my houserule.
Minions go down as easy as ever, rivals take vividly described crits, and nemisi load on afew more ranks of Durable.
I'm not real concerned with what they do to opponents, it's just as a GM you've boxed yourself into a corner where you are absolutely landing a crit on them every time you do damage. If everyone does crits when they land any damage it means no matter who you shoot at them with they suffer a crit on a 1 wound hit.
Given that even mediocre minion groups and rivals can more or less count on enough advantages or the occasional triumph, then most hits are going to be +11 at least on every roll, with +21 very common. That translates into a 10- 20% chance commonly that one PC loses a limb every combat on the first round. With simple wounds scaling that up, it only goes up every single round. That's not gritty to me, it borders on Monty Python silly.
Couple that with say 4 or so opponent group/individuals facing a group of 4 or 5 PCs, you've statistically guaranteed someone is an amputee every single fight.
This is a valid concern. Ideally, I'd want to reduce the varience in crits from d100 down to something reasonable, (so a crit from 1 point of damage can only ever do an easy crit, for instance)
This would also reduce the "monty python-ness" of the houserule. I'm not actually trying to make things "more lethal", I'm trying to make a stronger connection between crits and wounds. "More lethal" is a side effect that can stand to be minimized with more changes.
If it's not too much MORE math *looks around*, halving the d100 roll, this gives a range for an attack that just barely passes armor for 1 point, to be anywhere from Minor Nick (1-3) to Fearsome Wound (48-50). The third heavy blaster rifle hit that knocks someone out, on the oher hand, might go as high as 110 without additional crit activations- which gives a buffer of 40 points for Vicius and additional crit activations.