I think that parry/reflect in Force and Destiny is one of the best systems in this game, allowing characters to spend Strain to avoid taking Wounds. This system IMO works extremely well to get your character out of getting destroyed by powerful attacks while still having a cost attached to it, so the character doesn't just become immune to damage. Any character that doesn't have access to these talents unfortunately only has access to pretty mediocre defensive moves. Dodge, Sidestep and Defensive Stance can be quite good, but Dodge is somewhat unreliable for what it costs to be good at it, and the other two can't be used as a reaction. The biggest stinkers in the defensive lineup are Taking Cover and Guarded Stance, both of which only add a single point of defense, which doesn't stack with any other defense.
So, I just wanted to throw an idea for an alternate mechanic out there that might give taking cover the power and importance it should have. It's written so it doesn't require any changes to the game other than simply replacing what taking cover does mechanically with this new rule.
Here is goes:
A character may use a maneuver to get into cover. Characters remain in cover until they are flushed out (typically by spending 3 advantage on an attack) or move somewhere else. Being in cover allows them to use the following ability:
When the character is targeted by a Ranged(Light), Ranged(Heavy), or Gunnery combat check (before the attack is rolled), he may take the Take Cover incidental. He suffers 3 strain and reduces the damage dealt by all hits from that attack by a number equal to 2 + Cunning.
This may only be used once per attack.
So, the point of this is to make taking cover actually a powerful option for reducing the amount of damage you're taking. Since it reduces damage by all hits it's a very powerful defense against autofire. The whole idea of using advantages to knock enemies out of cover, and having to spend maneuvers to get back into cover will also play much more heavily into fights, since being in cover isn't just a non-stacking bonus you can also just wear as armor, but a powerful defensive strategy.