SMUGGLING: This technically belongs in the Equipment chapter but I felt like it was more relavent here. I really like that prices and container sizes for Spice and other illegal goods was included, and I believe that this is the main use of the abstract Encumbrance mechanic for ships. However, receiving shipping Encumbrance and price values for other goods would really help flesh out the smuggling/pirating economy that will surely play a large part in most people's campaigns.
For example, as is we only have shipping prices and encumbrance for a few spices. While the variety there is great, having values for other goods that smugglers would use as cover items, such as totally legal comlinks or datapads or holovids or even food items would be a huge plus. Weapons also need shipping values, as I'm almost certainly going to have at least one gunrunning scenarios set for my players. Another illegal item to consider would be rare animals or animal products, just like ivory and rhino tusks are a major real world smuggled item.
STARTING SHIPS: I feel like some guidelines for setting Group Obligation for the starting ships might be a good touch. How much Obligation should be placed upon the ship? Should it vary with the value of the ship? Is it removed from each character's individual obligation, or added on top? If a group obligation comes up, does every character take double strain, or just one? Also, some more options for freighters would be great. Obviously, I'm expecting the whole section of statblocks, both ship and character, to expand in the final version.