I've completed an expansion to the sensor and comms rules given in RAW due to discussion at this forum. It won't be something everyone will enjoy, but it adds (I think) much needed clarifications.
RAW comms and sensors rules were sparse and were not consistent throughout supplements especially once you throw new gear in the mix. The advanced comms systems found upon even gargantuan vehicles (e.g. Star Destroyers) were shorter ranged then our modern equivalents. Man-portable comms in RAW had ranges spanning subsectors while a Star Destroyer couldn't contact the next planet over.
Don't let the size of it scare you. The basic rules are only a part of the document which also includes a review of gear, explanations, and many examples. If you are worried about making what was once a simple comms check into a complex new rule, don't. Default sensors and comms checks start at Simple difficulty and thus no roll is required unless other factors are influencing the roll or the player wants to roll for some added potential benefit. Much of the details are suggestions on how to interpret and spend dice results. House rules are few and primarily concerned with simplifying the differences in all of the varied gear and attachments found throughout supplements.
BradKnowles scoured over it for me and his assistance made it much better. Even so, I'm still open for suggestions.
It's in my signature and here: Signals Intel