Personally I believe there is a disconnect between the system as it is described and how the game mechanics function. Morality is explained to be a storytelling mechanic which in theory is a fantastic narrative tool. The problem lies in the method they describe to have the GM utilize the rules, namely, halt the player's turn to warn them of conflict. That does not function in a way that feels like a storytelling mechanic. It functions in a way that describes a punishment system. Because I must warn my players when they would be awarded with conflict, they begin to view gaining it as something negative, rather than as a representation of good role-playing and a character with depth that isn't just a "can do no wrong perfect Jedi luminous being".
And believe me, I have waxed poetic about the benefits of the storytelling tool that is the morality system. I have explained it as a tool for them to actively use, to tell the story they want with their force sensitive character. All it requires is that they actually use it. To take actions that accrue conflict if it fits their character's personality. To use a few dark side points in a session. To make a choice not necessarily because it's optimal or the best or the least risk but make that choice because even characters in a story can sometimes make mistakes. What I get instead is people actively avoiding making fun decisions and taking on exciting adventures because they fear taking conflict.
Even for little things, such as using a single dark side force point in a session, players seem to have to deliberate as to whether they should accept something that has a 90% chance of increasing their morality by the end of the session. God forbid if they accept 2 or 3 points of Conflict!
So yeah I'm not really that hot on leaving the system as it is. If the players already view it as a punishment system, might as well toss out the meta-gaming part where I warn them and leave the decisions up to them and their judgement, as it should be. On top of that, no longer having a cost for dark side use, which is a large factor into their decisions, will fit with the star wars theme of the dark side being quicker and more seductive. They get to do what they like when they like at no additional cost for the low, low price of conflict that we can discuss at the end of the session, to ensure we're on the same page before the morality roll is made.