I personally am not a fan of how the force die and conflict work in this game. I am still working on these ideas and as I am probably not as experienced in the games as others here I thought I would run my house rule ideas by you.
Dark Side Pips: Players have three choices when they role these they can: 1) Not use them, 2) Suffer two strain per dark pip they would like to use, or 3) accept the conflict and use them. I would not roll to determine conflict at end of session or adventures. If they earn conflict they reduce their morality by equal amount.
Light Side Pips: If a player is playing a dark side character they could use light side pips only by suffering two strain per pip.
Emotional Strength and Weaknesses: Will still be used and may cause double the morality increase or decrease.
Morality: Your score will primarily go up or down based on your actions. I will make the players make tough choices that will result in increase or decrease in morality.