For the longest time i've been in the "Bind is for living beings, Move is for unliving objects only"-camp, with droids being objects. After the latest Clone Wars episodes i'm considering lifting my restricted stance on Move. I like the simplicity of Bind, in that it never requires a combat check. With Move and its control upgrade things get more complicated. According to FaD p283 you use an opposed check for resisting a force power only when it's not already a combat check. There are no combined combat/opposed checks and the rules also seem to discourage requiring 2 checks for a single action (first an opposed check, then a combat check, for example).
So i'm looking at a few examples to get a feel for the situation (i'm using just Minions and Nemeses here, Rivals can be on either side as per FaD p283):
1.) Hurling an object at a Minion
Pretty clear, this is a combat check with difficulty and damage based on the Sil of the thrown object.
2.) Hurling a Minion against a wall/into the ground
Narratively the same as 1), i.e. doing damage to a single target, so this would be a combat check with difficulty and damage based on the Sil of the thrown Minion.
3.) Gently moving a Minion over a ledge (or slowly moving a 16 ton weight over its head)
The first hairy one. You could say it requires no check and not even the control upgrade. But narratively it is the same as 1) and 2), doing damage to a single target, so maybe it should require a combat check and also the control upgrade.
4.) Hurling a Minion into another Minion
Might just be a combat check with difficulty based on the Sil of the thrown Minion, but my instinct tells me this should be an Autofire situation and also require the magnitude upgrade for 2 targets. So it would be the same if you pick up 2 targets and smash their heads together or throw one at the other.
5.) Hurling an object at a Nemesis
Pretty clear again, i would say. This is a combat check with difficulty based on the Sil of the thrown object. As it is a combat check, Adversary would apply.
6.) Hurling a Nemesis against a wall/into the ground
Should the Nemesis get a chance to resist the power as it is used directly against him? Similar to 1) and 2) i would say this is the same as 5), requiring just a combat check with difficulty based on the Sil of the thrown Nemesis. Adversary applies.
7.) Gently moving a Nemesis over a ledge (or slowly moving a Star Destroyer over its head or the infamous "stratospheric throw")
This should at least be an opposed check. But similar to 3), you could argue that it is narratively the same as 5) and 6), doing damage to a single target, so maybe it should be a combat check instead and also require the control upgrade. If it would mean an insta-death for the Nemesis this would be the first example where i would seriously consider first an opposed check, then a combat check.
8.) Hurling a Minion into a Nemesis
Might just be a combat check with difficulty based in the Sil of the thrown Minion, but similar to 4), i would use the Autofire rules for this one (as usual, using the most difficult target) and also require the magnitude upgrade for 2 targets. Adversary applies.
9.) Hurling a Nemesis into a Minion
As with 6) you could argue that the Nemesis should get to oppose, but it's just narratively too similar to 8), so i would handle it exactly the same, just with difficulty based on the Sil of the thrown Nemesis. Adversary applies.
I'm not even getting into Minion groups, Force duels or any other factors here.
Looking forward to hearing your interpretations of those examples.