I do get where you're coming from with the whole initial force rating thing, in my group and other groups I've talked to, very few characters actually make use of the force talents until they get there second die of force rating. Yes I know there are things to do with just 1 pip of force, but alot of fun stuff cannot be done until you can consistently generate 2 or more pips.
Now I know a house rule used by another group and while my GM doesn't want to use it, I was thinking when it comes to my turn to GM I'd use it.
The rule is when you make a force rating check you generate a number of neutral force pips equal to your available force rating (so dedicating force dice does reduce this) and then roll your force dice for additional pips of black/white force pips. This allows your players to make more use of there force powers earlier in a campaign if that is what your looking for.
Another useful house rule is one our GM allows which is Force assist, you spend your action to force assist an engaged ally. When that ally makes a force power check you roll your own force rating and declare some or all of those pips as bonus pips to the engaged ally as neutral force pips, you still must flip a destiny point and take conflict to use a dark pip with this action.
We felt this represented those master/apprentice situations of working together to achieve a great feat.