I agree that exploiting weaknesses is key. My group lacks a slicer, so I estimate that'll come into play very soon.
All opinions and assumptions on where XP should & shouldn't be asideā¦.
Does anyone have any tips and techniques they use to "step up" the adversaries for their upper-level parties? Putting more NPC's in the initiative chain just seems to slow the game down. I don't like my "turn" to last any longer than any of the other players'.
While we're sharing tricks: I fold blue & pink post-its in half and then in half again to crease them and drape them over the screen with names on them to show initiative order. Blue for PC's & pink for opponents (like light sabers). That way, everyone can see who's up next, a PC or an adversary, and I can trade slots easier.
There is also something in the GM guide about giving nemeses an extra slot at the end of initiative. I've been too scared to give my emotionally-invested nemeses a chance in the battle, because I think the PC's will kill them. Yes, I need to just let my attachments go and let it happen someday soon.