If GMing is making your life crappier, either don't GM and do something else with your time, find a better game system to play, or better players (that won't give you grief). Something is wrong and you need to fix it. My 2 credits worth.
BTW, I have now solo-run several parties through all of the published modules for both EotE and AoR. Learned much. For example, having someone with good close combat skill and high brawn (for Athletics) is very helpful. And they can cleave through packs of enemies in quick order using a vibrosword with a monomolecular edge. The high brawn (coupled with lots of Toughened) makes them very hard to hurt. I've had a dosh completely shrug off some blaster bolt hits.
The roles that every party should have are:
- muscle (melee skill: Brawn)
- pilot (both space and ground: Agility)
- fixer (computers and mechanics, and to a lesser degree also medicine: IQ)
- face (charm and negotiate: Presence)
Another role is someone to do sleaze (stuff that uses Cunning).
In EotE, the face can cover both diplomacy and trading as the career has specializations for both. In AoR, this is awkward as the specs for diplomacy and trading are in two different careers.
In EotE, the fixer can cover also being a doctor, as well as being a tech, but it's not ideal. In AoR, medicine is under the Soldier career, so the heavy gunner can also be your medic. Very convenient. If you don't mind your doc always being the focus of the bad guy's attention. Downside is that shooting and patching people up use two different attributes. OTOH, your pilot can (and should) have good Gunnery skill.
When creating a starting character, I suggest using most of your points to raise their key attribute to 5 (4 if he's human). Using a species that gets a '3' in something and then burning 90XP to raise it to 5 won't leave you many points (usually 0-10, plus 5-10 from duty/obligation) for skills and talents. But you can raise skills and talents with XP during play. The only way to raise attributes is with either cybernetics (for some) or the Dedication talent, which is at the bottom of the talent trees. Plus starting with a high rank in your key attribute seems to be more effective than spending the XP in other ways. I have tried it various ways. Especially since starting characters cannot have more than 2 ranks in any skill. So all that you can otherwise spend creation XP on is talents or ranks in more skills. When I create characters, the free skill ranks are usually enough to cover the role (as long as the character isn't trying to do too many things, like being both a tech and a doctor).
Speaking of medicine, note that I did not specify medic as one of the key roles. While having a character that has access to the doctor/medic spec tree is useful, it's not critical. For the same reason, I omitted heavy, as you won't fail a mission just because you don't have a character dedicated to two-handed guns and cannon. But there are tasks that simply cannot be completed if someone in the party doesn't have enough Athletics (Brawn), Pilot, Computers, Mechanics, or Charm (and often Negotiate). There are also tasks that require Skulduggery, but most of those can be skipped or dealt with using other skills without failing the entire mission. At least this is true for the modules. If a party doesn't have anyone competent in Stealth or Skulduggery, then they should look for other ways to succeed, or if it's a free-form adventure by the GM then the GM should provide alternatives to whatever the party is lacking in means. Don't send players on missions that they have no chance to succeed at. It's the responsibility of the GM to tailor the game to fit both the players and the players' characters.