One thing I have noticed in playing FFG SWRPG versus using other systems to run a game in the Star Wars universe, is that this game is designed for the Mechanics to have primacy over the Character Concept (except of course when the concept is simply the mechanics, or book definition of the character). At least in what seems to be average culture of play, Progression and mechanics are given a front seat (or sometimes the only seat) in the mix. As an old gamer, I prefer to have characters that are not cardboard standees right out of the rulebook.
But, there is some ability to play the game in a more Concept-centric manner.
For Example. If you were to make a character who is supposed to be the callow youth and you want to stay that way for a while you could bank XP and essentially stave off advancement. A player with a lot of discipline and a real love of their concept could do this. If they felt they were advancing too much the player can actually throttle their advancement.
Conversely, if you want to start play with a more static arc like say: a grizzled Clone War Commando who is at the top of his game because of mercenary work, you would have to either get lucky as you play a 100 xp character trying to be like a heavy-hitting expert soldier, or you could ask the Gm for an advance on XP and then just not move in XP until everyone else catches up. Maybe even not moving much after that if suddenly advancing in powers and abilities would go against the character's concept.
A factor in this is How visible are the mechanics in play? If the character's ability isn't being described much in play then having a big overdose of personal power (or being very weak) is less noticeable. But if the character is gaining visible talents on a basis that would make Skynet jealous of the PCs learning ability, then you either have to explain it somehow or live with the contradiction.
Another factor is the low lethality of the system, or at least how the average group seems to use the system, as in anecdotal conversations I have had it seems like most GMs have not actually killed PCs hardly at all in their tenures.
I recognize that the Out-Of-The-Book style is popular and promoted by FFG, but it doesn't mean that you can't have the system work for the story more than for itself.