In a recent swing back toward old school styles of doing things in my games, I realized that in the old 1st Gen games random loot was the rule. This was a great way to do it IMO because items appeared often in a manner that kept the players anticipating treasure hoards. The hope that something they would like and that would be a factor for their character was an axis of motivation for adventuring.
When I first started playing this game I took it as a narrative game to be used to recreate the movie-type action of PCs. In doing that I was always confronted with a loot system that seemed to have been inspired by D&D and video games. The way it was designed was cool and fun to use, but it stuck out a bit against the narrative design and the usual dictum of "Star Wars isn't about gearing up."
But there are key characters who have Signature Gear, and seem to not be surrounded by clones (except of course when they are clones lol) so that they retained some uniqueness. The Rarity system as enforced and used can help the players have some rather unique gear if the GM keeps the probability upheld by using it as well as much as possible. If your PC has an EE-3 and loves it, then having everyone and his brother have one too makes it less special. Or something like Starlord's rocket boots and out of thin air helmet which he has and you don't really see on other characters. I assume someone else could have the technology to make those things, but the optic is that they are special as a part of his gear.
If the GM works completely off of fiat where gear is concerned the pattern will be something that the players could pick up on and realize that the treasure type is always W for whim.
If you are an emergent GM it can be a little bit harder, but for those of you who use pre-made stuff that is custom, you can simply roll or decide how many items an enemy or location has, and then make that number of Rarity rolls to see what kind of stuff is found. If there is a Story Item (or Quest Item to use the Video Game term) in the items then that of course can be placed by fiat, but other treasure for the sale or use of the PCs should be generated. Let the players know that you do it this way, and whenever they want to buy something I urge you to absolutely make them roll Negotiation or whatever other skill to see if they can find and buy the item.
I devoted time in my last two game sessions for shopping using the rolls, and they turned into fun encounters with NPCs in which I was able to lay out some hooks and background info. Because they were on an Outer Rim planet they had trouble finding items that they normally consider a given, and it was actually pretty cool for all of us when the items were not available and time forced them to leave. I will be unlikely to be wheedled into hand-waving availability ever again, and I feel like adopting a disciplined approach to this kind of combines the best of TTRPG and Computer controlled RPG world loot. The game world having some level of stable physics where item acquisition is concerned can only add to the desire to get those better items.
I am currently working on a set of rules that will have the tables to roll up and stat items based on cost/rarity. A Blaster Carbine that has a range of Long instead of Medium can be given a value for what that performance increase brings in terms of extra rarity and cost for the item. If there are better versions of these base items out there then they would be desired and may or may not have been distributed in large volume so they may be hard to come by and expensive. To me the prices for the better items in the splat books are usually nowhere near where they need to be to be effective CR sinks for characters.
THE CHARACTER GENERATOR ?
All of my players use the 3rd party character generator that I imagine most people use. The filter is great and to me is mandatory. It has every item in all of the Cores and the Splat Books in them. Some of the splat book items are of such superior quality without much of a difference in Rarity that the Base Item of each type becomes an option only if the player has a money problem in getting it. In addition, I notice that the ability to look through what is the SWRPG Magic Item list leads to too much knowledge of every thing ever built, and an unfavorable attitude toward base items. After all, who is going to have a sword when you can have a Corellian sword that has two qualities on it. I like the idea of cool loot to be had out there in the galaxy, but not if the explanation is: cause Ewoks. Some of the stuff has kind of weak reasons that it has qualities or other performance/stat advantages, and I feel like it's such a big galaxy that you and I can come up with reasons that may fit our games a bit better, and explain the performance difference form base items.
BUT NARRATIVE AND DISCRETION
Yes, and right there in the Rarity section in the book it says to just use Fiat if for any reason you don't like the result or if people get anxious. I have to disagree though, and for me at least letting the dice say No, and having them focus a bit on their gear has been really fun. I never would have thought, but doing something gamey has actually made the game a bit more fun.
Thanks for any ideas or play experiences concerning this