In the Game Master section of the FFG SW core rule books, there is advice on canon and picking and choosing inspiration from Legends/Expanded Universe lore. This is common advice for any RPG that's based on a licensed media property; look at the original media property and get inspired by it!
The problem I've found is that it leads to incredibly derivative games. I want to use the setting - the people, places, and things that make up Star Wars - but I don't want to run a game where thinly veiled stand-ins for existing characters have adventures that are thinly-veiled homages to existing Star Wars films or shows.
In order to push myself to run better games, I've developed a hierarchy of acceptable sources of inspiration from worst to best. Think of it as a "reverse canon."
1. The films and the TV shows.
These are the heart of the franchise. If your players are rescuing a princess, defending a rebel base from an AT-AT attack (I'm looking at you "Onslaught at Ardra I"!), or blowing up a mega-weapon, your players will rightfully give you the side-eye.
2. The video games, novels, and the comic books.
Unless all of your players are die-hard SW fans who have consumed every piece of Star Wars media ever published, you should be able to slide some plot ideas from the Legends/EU media empire into your home game. Just avoid using smart mouthed assassin droids who call people "meatbag," admirals who base their strategies on the art of their enemies, and and ginger or light-whip yielding Force Sensitive Imperial assassins. However, if you can make Jaxxon the Space Rabbit, Sorrow the Crying Mountain, or Triclops cool, you're doing it right.
3. West End Games and Wizards of the Coast adventure modules.
Wizards didn't publish a lot of prewritten adventures but the mini-adventures they put out for their D20 SW line included quite a few interesting plot seeds. West End Games's adventures were standard adventure module length and, while they focused primarily on Rebel v. Empire conflicts, most of them were also "space action" tales that were generic enough that they could be easily re-skinned. They're also 25+ years old. My wife never played them and my other players are millennials so I was able to modify old WEG adventures and drop them into our campaign without anyone noticing. I also blended two or three together by cherry-picking plots and sequences.
4. Other RPG system adventure modules.
I've written adventure modules for other companies. They had to be generic enough to cover the various combinations of careers/classes that PCs may choose during character generation. That is a difficult goal to hit but if you hit it and do it well, you'll find that those pre-written adventure plots can be easily ported over to other games. I cribbed several Shadowrun modules from the early-to-mid-1990s as, when I first started playing EotE, I realized it was simply Shadowrun meets Star Wars. So rather than having my PCs chase after a computer chip containing schematics for a new bio-cyberdeck that was stolen by a corporate scientist, my PCs chased after a Rakata memory crystal containing the location of an ancient ship crash-site that was stolen by a rogue archaeologist. The plot beats were the same, all that changed were names and locations. And it's not like there's a big difference between a megacorporate tycoon and a Hutt crime lord.
5. Movies
Now we're hitting the point where we really need to put our creative thinking caps on. George Lucas wanted to do Flash Gordon films but when he couldn't get the rights, he made Star Wars instead, ripping of Kurosawa, spaghetti Westerns, and World War 2 movies. The Clone Wars did some fairly successful homages to Aliens and Godzilla. And Kurosawa (again) via Yojimbo.
If you're doing a Force & Destiny campaign, samurai movies and pulp adventure films should be your go-to source for plot ideas. For EotE, Sergio Leone films and the classic gangster flicks of the 1930s - 1970s are great. "World War 2" is an entire film genre and R-rated and angst-ridden flicks like The Thin Red Line or Fury, while awesome, might not be the best source of inspiration. The quasi-propaganda films of 1940s/1950s Hollywood and the U-boat film sub-genre are good places to start. Games tend to work best if the plots are straightforward and the plots of those films are very straightforward.
6. Non-Fiction
The historical accuracy of period films is always questionable but if you're a fan of the local library and want to find some obscure stories that haven't been turned into movies, there are always books with that kind of lore. I recently read an article about a Native American who had earned his war chief status in World War 2 by killing an enemy, getting into a fist fight with an enemy and letting him live, and by stealing the enemy's horse. That is pretty awesome and would make for a great NPC or PC motivation.
Any thoughts?