So to start, I have not yet run a fight between two capital ships in this system before, but looking at the massive stat blocks for weapons made me dread the prospect of rolling dozens of attacks every turn... additionally, the rules do not give you any details on how to assemble the attacking ships dice pool (besides using minions as gunners, but without specifying how many), so I thought about this system, which has not been properly playtested and might totally suck, so i am looking for constructive criticism
So the idea is essentially that each ship has a Crew Rating equal to it's Silhouette, starting at ships with at least Silhouette 5 (so a corellian corvette would have a Crew Rating of 5, an ISD one of 8 etc). Each ship also needs one captain, who is at least a rival and who should have a Leadership skill of at least 1. Capital Ships have their captain roll their Initiative and take all actions on the captains Initiative slot. When a ship performs an action, the captain can declare how many points of Crew she wants to use for that action. This number would then equal the amount of green dice the ship could use for the action, to a maximum of 5. The captain then upgrades the check with her Leadership skill (important: even if the leadership skill is higher than the amount of green dice generated by the crew, it still only upgrades similar to how upgrading difficulty works, so if all green crew dice are already upgraded, then a new green is added if there would still be upgrades left from the leadership skill). Each Crew Dice used to perform actions with the ship reduces the ship's crew rating by one for the remainder of the round. So if a Corellian Corvette used three Crew to gain three green dice to perform an action, it only has two Crew left for the rest of the turn to perform an action. If it performs another action that turn and uses one Crew, than the rating drops to one etc. If a ship has no crew dice left, it cannot perform any more actions (except a PC uses a ship weapon for example, than the PC just rolls their action as per RAW). If the Captain is incapacitated, cannot communicate with her crew or performs an action that requires her complete concentration like firing a ship weapon herself, she cannot upgrade the checks of her crew. Crew rating can also be used to aid a characters action. In this case, 1 point of used Crew adds 1 blue die to the acting character's roll. Example: A Nebulon B is starting an attack on a Dreadnought Cruiser. The captains roll Initiative, and the Nebulon goes first. The Captain of the Nebulon declares an attack on the dreadnought with the six port turbolasers, concentrated barrage, with three of the six crew. That gives her 3 green dice for her attack pool, and she upgrades two of them with her leadership of two. She rolls YYG and resolves the attack per RAW. Now she has used three of her six Crew, so she only has Three Crew left for this turn. She uses the remaining three to perform another concentrated barrage with the sic starboard turbolasers (again she roll YYG). Then, the ship has used all of it's crew. The captain could still perform an action to use one of her talents for example, but she has to stay on the bridge if she wants to upgrade her crew in the next turn.
So what's the point of this? First of all, it adds some strategy to the captains role, since the player has to decide how to use their crew points this turn. Flying through an asteroid field with a Nebulon B? Better use the max. of 5 out of the 6 crew for the piloting check, even if that only leaves one crew dice for the rest of the ships turn. Then, it puts a hard cap on the amount of actions a ship can perform. So an ISD would not roll 20 attacks for each of it's turbolasers, because it has a Crew rating of 8 and therefore could perform 8 attacks at most. Still a lot, but at least better. It would also make the concentrated barrage a lot more useful, because the crew limit makes the option to fire a whole battery of guns in the same attack roll a lot more useful suddenly. It also makes the Captain (wo should be a PC) and other PCs more valuable, because they can still operate single guns, or pilot the ship without needing crew dice, so the PCs are actually useful on a larger ship and aren't outshined by some faceless minion crew. Admittedly, the chance of success is pretty high if the captain decides to use 4 or 5 crew for an action, but a minion crew operating a turbolaser (which are operated by crews of 20 or 30 or even more people in the lore) could also easily roll YYYGG, and that for every weapon, so I don't think it is overpowered.
If I explained something unclearly or if there are talents or other stuff that this rule would break, please let me know