Alright, so....
I know there are some problems with this module, though it's otherwise been a blast for far. Namely, the big concern lies around the traitor kidnapping Hase and all the things that revolve around it.
Except for some piloting checks in the beginning, the module does a good job of making sure it provides results when it calls for rolls; either rolling won't really let you win, but it'll give you benefits or it's one of those "roll until you succeed" things, but you get a cumulative threat for each attempt with a nifty array of options at the end. I really like those, actually. That seems to go out the window at the end of Act 2, when you can succeed at a Hard (CCC) Vigilance check to notice the traitor lurking in the background... but all it does is change the narrative blurb from "Surprise! Things happen" to "That thing you saw coming but can't stop happens!". Then, to add further insult to injury, the game throws you into a speeder chase that's easy to win and then... what, stops it short with a few blaster shots? How is that guaranteed to stop my PCs? They get shot at all the time.
How do I make these feel more involved and reward success without saying "congrats! You've solved the puzzle, beaten the module, get all the XP, now let's have some tea!" In other words: please help me either cut these out and feel good about it or provide an alternate scenario for success that actually rewards the PCs with something rather than just changing the wrapping that goes on the "you ultimately lose" present.
So far, my idea is that, if the PCs succeed on their Vigilance check, they can "wing him" as he jumps for Hase, giving him a few wounds or a minor Critical Injury... but it takes 2 days to get from Act 2 to Act 3 and the PCs don't een fight Var... so I think that wouldn't work?
For the chase... I have nothing. Succeeding means they catch up to him; it's fun to roll dice and create a scene, but ultimately the PCs have to lose. I guess I just have to make it not arbitrary? What if he's laid traps and he blows up the PCs transport, knocking them down and winding them for a few minutes?