Felon said:
I wanted to sit down and look at Endurance for a while before replying to this. Endurance seem like a pretty suboptimal feat for a scout,
Endurance is a Skill, not a Feat. The difference is smaller in Saga than in most D20 systems but it's still a difference. Also, depending upon the GM, it may be the most important skill in the system or the most worthless. Just like the social skills are in most d20 games, Endurance can be a huge deal or utterly worthless depending upon the style of the campaign.
and it doesn't act as a gateway to any feats other than Extra Second Wind.
Which is just wrong, as it is the gateway for Shake it Off as well. Shake it Off is a solid feat, especially a few levels into the game, when your character can survive enough damage to move a couple steps down the condition track without just dying.
Which does turn it into a matter of personal choice here: do you want another second wind more than you want to train some other skill on the scout's list?
Since Scouts get Shake it Off, not Extra Second Wind, this statement is not very relevant.
If you opt for the former, you come out one feat ahead of the scout. If not, you can pass on the feat and come out ahead on skills with the same number of starter feats, and I'd suggest that WF with rifles is as much of an offensive boost as Point Blank Shot, as rifles serve up a damage and range increment boost.
This is just confusing. It's as if you're changing between being confused as to which abilities are feats, which are skills and which are Starting Feats that the class doesn't have to take. It makes it difficult to extract meaning from this statement. I'll assume that you were headed towards this:
A scout gets Extra Second Wind as a bonus starting feat if he meets the requirement. So, he can either choose not to meet the requirement of having trained Endurance, and still come out with the same amount of feats as a scoundrel and one more trained skill, or he can train Endurance, thus meeting the requirement, which nets him the bonus feat but basically has him flushing a trained skill.
Ignoring the factual error of which feat is granted, we're left with the value judgment on the utility of the Endurance skill.
I foresee Endurance coming up every session, or even two or three times a session, assuming the GM is running the game by the rules. Running, swimming, facing extreme weather, starvation and thirst, hostile atmospheres, and sleeping in armor are all problems that the iconic Star Wars heroes face with regularity. In my experience, player characters face them just as often. Assuming the GM doesn't hand wave it (and I've seen it done that way many times, ignoring the endurance mechanics because none of the PCs, fragile things, would survive; or ignoring the interaction mechanics because the PCs, antisocial things, couldn't convince children to take candy) then the skill will be of vital importance.