I've been throwing together a list of events that can happen in the depths of space. Mostly because I want Astrogation to be more interesting. Making an Astrogation check when you've got TIEs bearing down on you is pretty good, because the cost of "Well, you failed, you can roll again next round," is an actual cost. We need things to happen when you fail a fairly low-stress roll. My thought is that whenever the ship jumps to hyperspace, the Astrogator makes a check. If he fails, they still make the jump, but it's only partway (more failures mean less distance travelled), and the GM will have a handy little table for random events. He'll roll a d10 (or maybe 2d10 for that nice bell curve). Stuff in the middle is pretty mild. "Off Course," "Dense Nebula" and so on. Stuff at the low end may actually be beneficial, like finding an uncharted planet, or a salvageable wreckage. Stuff at the high end will be troublesome, even downright nasty. Asteroid fields, ion storms, pirate attacks, Imperial patrols, even Interdictions. Advantage can be used to subtract from the roll, making beneficial results more likely, while Threat will add to the roll, making things worse.
My hope is to put together a small set piece for each item on the menu, so GMs will have a quick way to play out some old-timey "random encounters."
Here's my list so far, feel free to suggest new additions.
Asteroid Field
Nebula
Debris field
Truck Stop - Heavy traffic
Interdiction trap
Imperial patrol/checkpoint
“Where the heck are we?”
Ion Storm
Pirates
New planet