Well, the brief encounter I had with SAGA (two campaigns that lasted about 3 sessions) seemed to indicated Jedi could easily get a super-high "Use the Force" skill that made it really easy to dominate encounters. My character, a Cerean, had a +12 UTF skill, Force Slam and Move Object. Most encounters I was involved with ended before others got to go - I either knocked the enemies silly or pinned them under crates and such. And that was just combat - out of combat I was a pretty good diplomat. If this doesn't bear out in the long run, I'll certainly concede the point.
I'd love to be able to run a game with one jedi (maybe two - master + apprentice) and the rest of the players being clones/support characters and it be balanced and fun for everyone -and I'd love to know which system would handle it the best.
My understandign with SAGA is that it is a pretty common house rule to ban taking Skill Focus: Use the Force until sixth or tenth level (this solves the issue with low level Jedi being way overpowered in force abilities).
One thing I love about the Star Wars games (all 4 of them) is the whole notion of dark side points. Done well, it is a very good reason for powerful "psionic/magical/mystical" characters to exercise a lot of restraint. One of the advantages of playing a non-Jedi is a much higher freedom of action.
In a sense, this could result in very muted responses to everyone hwo is not actively "Sith". In the second set of Timothy Zahn novels, there was an alien race that did not even want to meet with Luke Skywalker, as they had the theory that all Jedi who used the force as routinely as he did eventually fall to the dark side. It's not well supported by the prequels, but it was a nice idea. I find it a really interesting way of solving the classic issue of how to make the smuggler interesting in the same party as they character who can move jet fighters with her mind.