To start, the Light Side is straight up better than the Dark Side; per the existing Rules As Written:
Light Side Benefits:
Start each session with +1 Light Side Destiny.
Gain up to 2 Strain with no downside.
Dark Side Benefits:
Gain up to 2 Wounds (1 for each Strain lost).
Dark Side Liabilities:
Start each session with +1 Dark Side Destiny.
Lose up to 2 Strain (1 for each Wound gained).
Given that Strain capacity is more valuable than Wounds as they're used for so many talents and abilities, including preventing the taking of Wounds via Reflect/Parry on at least a 1:1 basis and the unreciprocated generation of a Dark Side destiny point, it is painfully apparent that the Dark Side is in balance a clear net liability. Furthermore, all rule books appear to value each point of Strain as being worth 2 Wounds; this is noted most prominently in the case of the talents Grit and Toughened.
Though I understand and empathize with the desire to incentivize Light Side characters as they make for a more painless roleplay experience among inexperienced groups whose members cannot be trusted to not play Dark Side characters as backstabbing murderhobos, in terms of mechanical balance and game design, this very one sided distribution of benefits is wanting and creates a deficit of interesting choices.
My solution, which I feel also makes neutrality more appealing and plays to verisimilitude/internal consistency: https://docs.google.com/document/d/13CIreSi0-Lz_XOfOC8YDcd4Iaa6p-tb78VjtRDZWxmg/edit?usp=sharing
Edited by Surrealistik