Sure, compared to systems like fate, Marvel Heroic Roleplay, Feng Shui and Truth & justice (pdq) it might feel slow, but those are tough comparisons and hard to beat. Ffg star wars is by no means a slow game. And every combat situation doesn't have to be a full combat encounter with initiative order and all that! You can use a single skill roll for combat too, as explined in the alternate rules in the CRB. Was it in the gm chapter?...
Edit: With narrative dice, the system also shows that the mechanics focus on other things than fast mechanics. This game is narrative and has storytelling/improv tools to get across the gameplay experience they are going for.
All while incorporating labyrinthine character and gear builds which serve to facilitate players vacillating over what to do and with what, and compared to that, determining initiative is child's play! /sarcasm