The game is about empire-building. Players will be free to control and expand their rump Empire as they see fit, fending off threats from other rival Imperial factions and the nascent New Republic. Most of the game functions at an operational scale, with play taking place at the tactical (personal) scale only when necessary to resolve small-scale issues (for example, social interactions that do not involve mass audiences). Therefore some class specializations that focus on small scale actions (medics are one example) aren't appropriate for this type of play. Skills and talents that can affect groups will be of most value. A player could create a bodyguard character, but then that would force me as the GM to be constantly throwing assassination attempts at the major characters, which I think would grow tiresome rather quickly. On the other hand, if a player wished to create a starfighter ace, that character could be a squadron or wing commander (a lá Baron Soontir Fel or Wedge Antilles). Players will be permitted to have more than one character, if they so desire. This is to allow players to have characters able to be involved in any given scene. But players cannot have more than one character in a Major Role. Any secondary characters must be in 'minor' roles. For example, the aforementioned squadron leader would be a minor role.
I am currently developing the economics (empire-building) rules for the game. I'm adapting Paizo's Kingdom-Building rules for Pathfinder to FFG's Star Wars RPG. A lot of those rules obviously must be reworked, both for a radically different setting, and to handle things on a much larger scale. While game play takes place narratively, and time passes in minutes or hours or days based on the narrative, faction-level activities (taxation, construction, etc.) occur monthly.