I've been thinking about how much of the system is kind of abstracted and cinematic and wondering why the devs chose to deal with concrete resources instead of abstract ones.
I mean, even saying "I owe 50,000 credits to Sicko the Hutt" as your starting Obligation - it's not really concretely 50,000 credits that is represented by 10 Obligation, it's just giving an in-setting amount to the Obligation mechanic. And also, tracking money is nitpicky like tracking bullets, and that doesn't seem to be what this system is about.
To me the cinematic system would work really well with a Rogue Trader style of abstracted money. Rarer items would require more successes to obtain (using the existing Rarity mechanic as a baseline), illegal items would have higher difficulty and/or be upgraded. How advanced or backwater your current setting is (Tatooine vs Nar Shadda) or being able to talk to known contacts would either increase/decrease difficulty or add Boost or Penalty dice to the roll.
I'm not sure what rolls would be based off of, but I'd want it to be fairly broad so there's not One True Build for item acquisition - perhaps Cunning/Streetwise to find a shady dealer who can get you the item, Intelligence/Knowledge to let you know encyclopedic stuff about where to go to get certain items, or Presence/Charm, Negotiate or Cool to do the same in a more legal circle, or even Willpower/Coercion to threaten you to get you what you want or else.
Further, characters would be able to take on more Obligation at start to get more gear, and everyone would get some kind of basic kit appropriate for their starting Career, including a commlink.
Thoughts?