I absolutely agree. The narrative consequences of mechanical actions is the best aspect of this system - the dice themselves connote narration rather than numerals. Parties tend to attract arch-villains (or nemeses if you will) who can provide counter-point to their behavior either directly or indirectly. I quite enjoy a video I saw posted in another thread of an HK droid explaining how to kill Jedi in KOTR2 - those kinds of tactics work especially well on all kinds of characters, but most particularly Force-sensitive ones. Things like spontaneous changes in tactic, the use of extremely heavy weaponry, vast numbers of troops, and (my favorite) luring melee-focused lightsaber users into a minefield are great challenges for players who must come up with something better than adding a couple advantages or successes to their combat rolls. But the source of the challenge must be, in my opinion, clearly delineated as belonging to a master strategist that can ultimately be overcome using a different application of the skills the PCs already possess (or else the extra employment of skills readily available for the PCs to learn). Simply making your stormtroopers smarter isn't really logical narratively, and it feels like a cheap way to try to handicap the PCs.
On that note, it might be worth throwing an Inquisitor with a team of rivals or minions in and have the Inquisitor use battle meditation themselves. Having the PC get a taste of his own medicine might bring about an interesting plot twist (especially if the Inquisitor has more minions to manipulate with their battle meditation than the PC has allies). Just make sure it's not clearly vindictive in its presentation. Evil versions of a PC are especially good for this (and common throughout this kind of storytelling - Dark Link and Evil Kirk springing to mind off the top of my head).