I like that they put in all of the heavy hardware so that the Star Wars can be faithfully represented in the system, especially for Age of Rebellion Games.
I notice though, that military-use equipment is often the logical acquisition of the characters because of the mechanical advantage such equipment affords. In Edge of the Empire I often want to create an old west vibe, or maybe a noir vibe. In these games a problem I often see is that characters start getting more and more militaristic as the game progresses. They might have been happy with a hold-out blaster in their bodice at game start, but by session 6 they are in laminate armor with a light repeater. I'm not averse to a situational escalation in use of force like jumping on the cannon on the sail barge, or using that crate of detonite to blow up the bridge. I'm talking about the constant climb upward in permanent military gear acquisition.
In EotE games not on war-torn planets, I have begun to really meter the availability of some of the heavier weapons on the equipment list, and to flag certain weapons as having a military design and use for the purpose of how NPCs react to seeing them. Even in Old West Frontier Town type situations, the weapons are normally supposed to be for survival. Maybe survival against the other townsfolk lol, but that means that heavy firepower is going to cause nervous hands to want to get the jump on a guy with a heavy blaster rifle rather than risk a straight fight. Not to mention what the authorities will do.
The more you escalate the weaponry (and Defense) the more the compensation on the adversary side, and the higher the power scale. Since military weapons usually represent the upper scale of destructive potential, they are usually the destination for players looking to gain a mechanical advantage. The problem is that most GM's match encounters to their PCs, so they will adjust accordingly, so the "powering up" of the PCs simply triggers an arms race with the GM lest the players now remove all threat from combat. I have done that in the past, simply allowed the players to equip their way out of fun, and I did it deliberately too because I was mostly invested in the RP parts of the game instead of combat, but that's not a cooperative solution.
PC: I'm much safer because I have a Missile Tube!
GM: Yeah, not so much. (Gets out harder bad guy cards)
The casualty of this is that soon the game has a cast of characters who look like power rangers that just came out of a gun show in Pakistan.
Some groups correct this on their own, and will keep to the concept of the characters (Soldier-type characters exempted), but other players are more interested in the mechanical aspects of play, and to them a bonus is a bonus. If this situation is a concern for you, how do you handle it in your game?