There are ways around criticals and damage. Think about how many times in a movie you saw the "bad guy" just go toe-to-toe with the "good guy" Vs the number of times the bad guy snookered the good guy with a problematic situation.
For example:
*Drop your weapons or your friend/prisoners/hostages/planet dies... (Gives the GM a chance to introduce NPCs the players care about)
*You're surrounded (GM hand wave) by 20 elite minions/droidekas/bounty hunters and need to surrender or flee
*Knock out the party with gas or other non-lethal solutions e.g. "Hey, this floor looks funny..." **zzzaaapppppp** Floor is electrified.
*Capture the group with Ray Shields. Surrender and give up your weapons. Weapons are destroyed. Great, now you need money to get more gear.
*Steal/Damage their ship - make them have to sell gear to repair it or walk around the galaxy.
*Have the encounter occur in a public area where the threat of damaging civilians is paramount. Choose between open battle or retreat and replanning the attack.
*Turn them into pariahs with merchants and traders. "Sorry pal, you're too hot to sell my gear too." Make them pay 3-4x the price for basic stuff because they are wanted fugitives around the galaxy.
If the game just revolves around one violent encounter to the next, you may as well play D&D. Fight/Gear/Level/Repeat. Star Wars needs choice and consequences as well as conflict to give it that right feel for adventure. Threats don't always have to be physical threats.
Edited by masterstrider