I like the Force. Just not as it exists in X-wing right now. To that end, as you do, like many others I took a shot at a reimagining of it.
My design goals were to make the resource-to-effect still matter consistently turn to turn, use the Force upgrade slot more heavily, and raise the flavor level on specific ideas in the Force like traditions and aspects of those traditions.
As a guide post, I lean on what the mechanic already did, and mostly worked on separating it's effects into more individual components.
I'm not anything more them someone playing in the sandbox. This is just what I came up with...
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Force as a statistic and token inherently do nothing proactive, only reactive. The standard effect is now to use a Force to 'Counter' another Force effect. After all, just because someone is strong in the Force doesn't give them experience and total control of it, that will be moved to the upgrade slot with flavor cues. However, in good thematic flavor, the Force can help a untrained sensitive to resist the powers of a trained one. Like Luke being difficult to Target by Vader, Yoda and Dooku countering each other in Force capability, or Rey resisting Ren's Force-interogate. So a 'counter' effect is used. This may also help to balance the Force in terms of usability and oppressive effect.
Upgrades will more heavily use a format of design that relies on a "Tradition-Aspect" or more limited and rare "Force Talent" nature. Best explained through example. The game already used this, but for my edit we lean on it a lot more. First a "Force Talent":
[Prescient Agility, (Force upgrade, 3/4/5pts scales with agility) When defending, you may spend 1 Force to reroll 1 defense die.]
This would be like 'lil Ani being a pod racer. The reroll keeps the effect a bit wild, or untrained, but it represents a definite edge at the same time. It's a talent, but not a skill. Next a "Tradition-Aspect". Here's where I lean on the original a lot:
[Jedi Teachings (Force upgrade, Light Side, Xpts) When defending, you may spend 1 Force to convert one (Focus) to a (evade), or reroll one blank result.]
Because a Jedi only uses the Force for knowledge and defense. So they get the defense side of the old effect. Their training gives them an edge in consistency, but in dire situations they can still reroll wildly. Other upgrades would be named in the same vein like : Jedi Sense, Jedi Mind Trick.
Dark side gets the offense side:
[Sith Teachings (Force upgrade, Dark Side, Xpts) When attacking you may spend 1 Force to convert one (focus) to a (hit) or reroll one attack die.]
Then they get things like Sith Hate, Sith Manipulation, and what not.
And remember, all those effects could be countered!:
[Standard Force Effect: When a player spends a Force point to activate an effect, any opponent may spend 1 Force point to cancel the effect before it is resolved.]
Intentionally I left this without much restriction on when it can be used, so that other effects could be designed to use enhanced versions as long as certain conditions are met. This also opens the board to just having a Sensitive around as a counter source, balancing out the nature a bit of risk and reward.
There's the concept in a nut shell. It's got problems, but was an interesting thought exercise to jog the Wednesday blues away.