I'm curious, but most players would probably suggest taking the medium merchant trader and spare stunt fighter. Certainly hauling the laser cannon off would be a good idea.
At the very least, both ships them back to the last planet and selling them would result in quite a few Galactic credits.
I'm suprised that the adventure didn't dwell on this issue. It talks at length about how to handle variants of what might occur, and of course special equipment is sitting around, etc. But someone leaves a busted ship on an asteroid and I'm meant to glance over it.
How are other GMs handling this? Taking in a smuggler is one thing, but stealing his ship would certainly be illegal. At the very least, the Empire will claim it owns it. :-) (That's what the FBI does!) Hutts could argue that they are owed money because of losses sustained by this guy. The smuggler in question could offer to give the players the ship not to turn him in. (Obviously, this is a revenge waiting to happen.)
AND WHEN IS FFG COMING OUT WITH AN EXPANDED EQUIPMENT GUIDE!