Finally unfettered and no longer distracted by ErikB's jester act, I am free to canvas some more opinions from my fellow players (i.e. not you, Erik!).
How are you structuring the AOR experience? Are your players farmboy hicks fresh off the bantha with an old slugthrower in hand? Or more seasoned Rebels? Anyone playing the other side? Or something non-Alliance?
And how do you deal with the whole 'chain of command' thing? My players are all wily veterans and strongly dislike games where they are told to go here and do that. They want a sandbox, so that's what I give them. Now sometimes they will get a mission they can't turn down (big movie moments they will want to be in on anyway), but for the most part, they are a Special Forces cell who are on their own, and have to monitor developments, be self-sufficient and act on their own initiative. They have to find their own allies, suppliers and help the rebel effort using their own initiative.
It strikes me that EoE is quite free-form anyway,with the players as freelance mavericks, with only Obligation tying them down. But that AOR could become a tad restrictive if allowed to be. Of course, a mission-based approach might work for your players the way it doesn't work for mine.
I personally wanted to avoid the D&D style 'tavern scene' where the PCs are just told what to do and how to do it. But Your Mileage May Vary, of course.
So, let's talk about the actual game and how your campaigns are going.