We've been playing sporadically in an Edge of Empire game for the last few months. We've had some good fun but we've had the following issues come up, and I'd love to hear people's opinions and observations about how to handle them.
1) Destiny Points haven't really been working well for us. Every session, when we roll the dice, we end up with WAY more dark side than light side, like usually something like 2 to 6 (for a 5 person group). The result is we never want to use them for fear that the GM will start heavily retaliating. Perhaps the course here is for the GM to routinely burn a bunch early, but its not like we are regularly crushing all challenges before us, so this could be debilitating resulting in failure after failure. The game is already rigged against players, in that even dice on both sides has a higher chance of failure than succeed.
2) Force users suck. I know that the force sensitive exile is not supposed to make you a jedi, or even a shadow of one. But it requires so much XP to be even mildly useful, meanwhile nerfing everything else the character could do. I think the biggest frustration is that the FSE tree is very specific. If you aren't taking a perception/streetwise type build you are wasting points moving you way through the tree. If it was more flexible on where the bonuses go it would feel way less wasteful.
3) Soak v. dodge. This is a big pet peeve in that in the Star Wars fiction and movies the main characters basically dodge almost everything, while getting hit is very rare. But the combat system for EotE, dodging is non-existent and its all about wearing super heavy armor. This just doesn't feel 'star wars' at all.
4) Stimpacks are awesome. There's a whole doctor archetype, but medical skill, except for healing crits, is way worse than just using Stimpacks.
5) Advantages and disadvantages. These are SOOOO common that they lose any 'specialness'. Our group finds ourselves stressing out how to interpret a 2 success - 4 disadvantage roll when you are trying to do something relatively straightforward. We also find that we have trouble being 'narrative' because we are actually tied to the dice rather than just coming up with stuff and roleplaying. We are really struggling with this that we are trying to find better ways to handle it than how its written because are having so little fun dealing with it.
6) While individual combat is pretty fast, space combat seems slow and cumbersome and doesn't give great roles to all the players.