My table top group is pretty new to the whole FFG Star Wars system, and I'm curious to hear if there are any pit-falls which we can avoid. In particular: what about the rule sub-systems introduced in all those career sourcebooks?
For example, I've read a few different threads about a campaign where apparently a player proved that the general crafting rules in Special Modifications are broken. Admittedly, the GM was relatively new to the system and probably did let the player get away with more than he should have, but it sounded like the point still stands.
I know that there are lightsabre crafting rules in Endless Vigil and armour crafting rules in Keeping the Peace, but lack the system familiarity/mastery to evaluate them properly. How much room is there for abuse by power-mad munchkins, and are there any needed fixes?
What about new stuff introduced in the era books (DoR, RotSep, CotR), or the compilation sourcebooks (Allies and Adversaries, and - when it comes on sale - Gadgets and Gear)?