Alternate way to run ships

By P-47 Thunderbolt, in Star Wars: Edge of the Empire RPG

I've always struggled with the space combat system in this game, but I think I've found a way to simplify it (though this might not be an original idea, I don't know. Someone's probably thought of this before). I've set up some "Imperial Crew" NPCs, with the idea that I run them like a single NPC, with a level of skill corresponding to their ship and their perceived skill level (i.e. customs frigate over some sleepy outer rim planet won't be as skilled as one that has been involved in anti-piracy operations).

At the most basic, here's how it would work: If the ship has a captain NPC, both the captain and the crew get an initiative slot. The crew gets 1 Pilot Only Maneuver and Action, and 2 Not Pilot Only Maneuvers.

That said, I'm not sure about having a minion variant, as I don't think it would ever come into play, and would just be really weak. Thoughts? I'd also appreciate a critique of the statblocks themselves.

Here are the SWSheets for them:
Imperial: Minion , Rival , Nemesis

I'm considering making more of these, such as pirate crew or Rebel crew.

I really liked FFGs NPC actions for starships in Rogue Trader, so I tried to come up with an equivalent for SWRPG here: https://www.dropbox.com/s/jcx4omp1axd5jqj/NPC Actions.pdf?dl=0 (I'm mid-way through writing this all up in a proper InDesign document so excuse the incorrect references to existing tables).

But basically, it's easiest to just assume all capital ship crews act as minion groups with attributes of 2-3 and skill ranks = 1/2 silhouette, and to run a simplified set of actions so that NPC ships don't take forever to go.

It would be good if this sort of contentwas in Starships and Speeders. Unlikely now though.

I'd like a book that was a collection if various expanded rules. Either a straight collection of some stuff like effect tables published in other books or at least way a to fill some noticeable holes and clarify some points. Starship combat would be a big beneficiary.

I've always run most of my big ships as minion groups, whether pilots, navigators, gunners or whatever.

For gunners I group the weapons like minion groups .10 turbo lasers are either 2 groups of 5 with YYYG or 5 groups of 2 with YGG, or any other combination that makes sense at the moment. Depending on the scenario I usually start with more lower accuracy shots and have them regroup to concentrate fire if/when needed. Works well for our table and it keeps you from having to roll dozens of crappy shots.