I think a fresh start is what's needed, and a proper session zero with a start mid adventure. Limitless options doesn't mean much in a sandbox if you don't like imagination, which is why my group can be really inventive in star wars but really slow in Shadow run; both universes have different expectations and a sandbox doesn't mean anything if your players don't have ambition. Usually it's better to start them off on an ongoing job like a movie and play it through scene by scene. Perhaps start with episodic jobs before moving onto greater ventures once they are probably acclimatised to the environment.
In our group death is rare, but when a character dies they are usually dead. In the last months two characters died and one went MIA. The first died from a slit throat from bleeding out and lacked the action to attempt to fix his own injury because he was staggered, his death cemented Mara Jade was one of the more respected antagonists (Bar Grand Moff Kevlin), the second was blinded and surrounded by storm troopers on a grav lift defending a mine shaft, and chose to sacrifice him in the mass combat to buy the defence more time, cutting the platform grav lifts to plummet to their deaths. The last chose to remain with a sith ship and go into wild space; the rest of the party abandoned him to his fate; largely because we had greater problems within the galaxy (that and Sith artefacts are questionable, after being a thrall to one for 2 years, Tobin wasn't eager to repeat that experience.).
Each of these deaths had a purpose within the setting, they happened spontaneously but they also proved a point that what the squad do as shock troopers within the alliance is dangerous. That being said as an action heavy campaign, that fits our means.