Run and Gun: If a combatant is moving either to flee or to close a long distance, if they shoot along the way, should there be additional Setback dice applied either to their check to shoot someone else or their check to be hit by enemy fire (they are moving quickly, after all). When I ran my group through the basic scenario, we opted for this approach.
For winding corridor fights or other areas where massive obstructions (such as the almost obligatory warehouse battle found in any first-person shooter) force line of sight into narrow channels, how do you handle the battle in terms of the abstract range bands? Or do you map it out and draw the major features that could totally block shots. Realistically, if your movement included a turn or two, someone standing back where you started couldn't possibly hit you with a straight shot without shooting through walls or large stacks of dense crates, etc. Such battles in a FPS can be tense games of cat and mouse. How would you adjudicate such a fight in EotE to keep similar tension and room for some tactical finesse? Or is this simply not that game?
I'm not interested in intricate miniatures-based gridded tactical combat, but I also don't think a combination of range bands plus a simple Setback die or two for cover should be all that's added to make a channelled fight more difficult (and interesting)