Hmm, no one yet, so you get my rookie advice:
[Well, at least when I began to write this.]
1. First thing to do, if not yet done, is to download the SW FAQ from SWRPGNetwork:
http://www.swrpgnetwork.com/files/faq/ It incorporates JD Wiker's Jedi counseling column and so many other clarifications that I consider it essential. (Thanks, GMSarli, for compiling this!
)
2. "How is the game?"
We (as in my 2 groups) have found no serious faults/problems with it, at least nothing that impedes playing. (Please note that we are in for the storytelling/roleplaying aspects so that the rules are [for us] only a necessary vehicle to adjucate actions.) There's some stuff we do have problems with, like the actual blaster bolt deflection mechanics, but we don't dwell on them.
While I started somewhat critical (old D6 player), I found that D20 works indeed for SW. (And makes it easier to get some players into it.)
3. "I'd like to know if its enough to run a game for a good while."
An honest "It depends."
The answer is really depending on the kind of game you want to run. My experiences with the sourcebooks.
Ultimate Alien Anthology: In both groups so far only one player expressed an interest in an Alien from this, and then only "just because the book is available". Everyone else was entirely content with the "standard" species from ReSW.
Starships of the Galaxy: Greater number of stock starships plus the rules for tweaking the one you already have. Rather useful (what would SW be without starships?), but not much use yet due to focus of our campaigns.
Dark Side Sourcebook: Some interesting ideas for the dark side here, but of limited use to us. (No darksiders allowed!)
Arms and Equipment: More stock weapons + droids + vehicles, modification rules. We didn't think it necessary, but it's nice to have.
Power of the Jedi: Jedi NPC stats throughout the ages, powerful force nexi, new races, a bit of equipment, new force feats and skills + Jedi PrC and about 25 pages of advice for running a Jedi campaign. Frankly, with the exception of the Jedi Healer PrC, this hasn't found much use at all (despite the fact that one of our campaigns is pure Jedi one). Except for a short history overview and some NPC's, nothing cncerning a possible KOTOR campaign.
Hero's Guide: a msattering of new feats (among them the "famous" Lightsaber combat forms) and PrCs, rules for factions and force traditions. Certainly the most anticipated book among us (especially with almost every review/mention of it being a rather glowing one), I found that my game would have proceeded just fine without ever looking at it. There are some excellent ideas in it, no question, though.
Well, so much for my rambling!
If you have any further questions (or more detailed ones regarding actual contents of the books mentioned above), just ask away!
Folkert