I was thinking about a few things in this system that can be a bit weird at times.
For example how when ever I make a force sensitive character who's supposed to actually use force powers, a lot of the early game is just spent rushing for force ratings, because you can't reliably roll white pips till you're sitting on 3+ FR, and how that's incredibly different from playing a non-force character, who pretty much pop into existence fully competent, and if you spend your first 60 XP on buying your primary skill to rank 5 you're immediately awesome at it.
At the same time it always kind of bothered me how once you have a high force rating there is no good reason to keep your powers themed in any way. There are very few powers in the game that require any other skills than Discipline to be good, so once you have a high force rating you're simply good at pretty much all force powers.
Because force ratings are so universally useful force sensitive characters also take a huge hit to their overall power when they dabble in non-force classes. Every additional force rating feeds into potentially a dozen different powers, each one of which can give as much utility to a character as a whole additional talent tree.
Another thing that I find a little dumb is how many powers there are that offer substantial rewards for just buying the basic power, or 2-3 boxes in to unlock. Nobody buys Protect/Unleash base power and just lets it sit there because it's great without any further investment, but with something like Seek, hey, even if the GM only tells you if the thing you seek is in front or behind you that eliminates half a galaxy you have to search.
So here is an idea that popped into my head, not necessarily something that's better than the current system in every way, but something that might be an interesting experiment in a private game:
Force rating doesn't exist as an individual stat at all, instead how many force dice you roll is tied to a characteristic that is associated with the force power you're using.
How many force powers you're allowed to have is determined by how many force ratings your character would have according to the base system, so, one for making a force sensitive class, and then one per force rating box you pick up.
The powers would line up with stats something like this:
Battle Meditation - Presence
Bind - Willpower
Enhance - Willpower
Farsight - Cunning
Foresee - Intellect
Heal/Harm - Intellect
Influence - Presence
Misdirect - Cunning
Move - Willpower
Protect/Unleash - Willpower
Seek - Intellect
Sense - Cunning
Suppress - Presence
The point of running a game this way would be that force sensitive characters would start the game without the pressure of needing to chase force ratings, so they can develop more naturally, but at the same time your force ratings are capped at 6 for any power. By gaining force ratings you give yourself additional powers, which means characters will develop much more differently, because you no longer pick up just 30XP worth of some power just so you can throw force dice at a hand full of skills for example. If you pick a power you basically have to think about if you really want to take that power all the way.
You'd basically wind up with a very different kind of game, where people don't start out as being extremely weak force users who gradually get good at everything, but instead you would wind up with a system that behaves more similarly to Edge or Age where people start out with a character who very quickly becomes highly competent at one thing, and then starts developing sideways, picking up additional abilities.
You'd also have a system that mixes better with the other games, because dedications drive force dice increases, rather than force ratings, so dabbling in non-Jedi trees doesn't immediately disqualify you from being a strong force user for your XP level.
Anyways, just a random thought on how the system could work differently to get a very different feel to how characters develop and differ from each other.