Tenkar posted this about FFG jettisoning RPGs. Or at least fired the whole RPG staff.
We played that game a while back, GMed by my Star Wars fan cousin. It was great.
I wasn't terribly impressed by the FFG Star Wars system. Chargen seemed needlessly fiddly - making the guy you want took a lot of juggling around races and options and spending, and even then you had to cut corners (or at least I did.) The funky dice made it hard to judge whether I was actually going to succeed at what I rolled or not, or the odds. Yeah, I know - "Never tell me the odds." I couldn't - I genuinely had no idea how to figure out the risk level of my decisions. That made my actions more of a guess than a judgment call, and helped make me less connected to my character.
We haven't gone back to the system. The judgment I had on the system still feel accurate.
I'm bummed for the people who lost their jobs. Especially in this tiny industry. But the product I had contact with didn't thrill me so much I wanted to play with it again. Maybe our two GURPS-fan Star wars nut players will kitbash something out of GURPS. GURPS Action has a good set of rules for chases and for modifiers in general. Ultra-Tech has weaponry that'll do for most purposes. Force swords probably need a little tweaking (based on what I see, they cut really well but swinging them really, really hard has some benefit, so clearly they have a ST-based component in the only movies that matter - the first three.) Jedi powers are tougher, but hey, being a Jedi will rightly be expensive. I'd play.