I have a few questions that are about the rules.
#1: Advantages.
In my play we have found that spending 1 or 2 advantages becomes a bother. It's such a small advantage that takes so much time for each player to figure out what they want to do with them. I share the same problem as a GM with all of my NPCs.
An idea was to simply put a default. So if a player gets 1 advantage it's always a Boost die to grant someone. If a player gets 2 advantages, they always grant themselves a boost. If a player really want to use it for something else they should say so and have it ready once its their turn to speed things up.
Alternatively just ignore them.
#2: Defenses
In all honesty I find the Boost and Setback dice next to pointless. Most of the time they roll a blank so people don't bother aiming or taking cover. Have you found another way to use Defenses? Maybe grant a single Soak or a single Pierce depending if you are attacking or defending? I don't like the sound of granting free Pierce but I am not sure what to do. Cover just seem lackluster compared to Saga edition which raised the characters defenses while aiming negated cover.
This question also applies to starships. Maybe even more so. The shields feel so insignificant when they should have a bigger role.
(I am looking around for a house rule to starship combat in general but I am curios what people do).