I'm with Morrus. I find Star Wars to be better without Jedi.
No one needs superpowers to be cool, nor do you need superpowers to be the ultimate evil. Epic adventures to wretched hives of scum and villainy do not require the Force, or light sabers, to be epic.
And that's fine. That should be YOUR prerogative. If you want to run a Star Wars game as hard Sci-fi with no mystical underpinnings, be my guest. However, the OPTION to run using Jedi is a very core principle to the Star Wars universe, so it should be included in the core rules offering of a Star Wars RPG...
Let me put it another way...
"Lord of the Rings is about the success of mankind over evil. As such, we are not including rules for Elves, Dwarves, or Hobbits in the core book. You will need to buy the
Rivendell, Mines of Moria, & Shire sourcebooks to play them."
"The success of Torchwood and Sarah Jane Adventures has shown you don't need time travel to be a successful Doctor Who spinoff, so we have opted to put Timelords/Tardises/Time travel in the
Lords of Gallifrey sourcebook."
"Magic is a complex and personal part of D&D, so we are not including any spellcasters in the
Player's Handbook. You can roll up Fighters, Rogues, Warlords, Monks, Barbarians and Rangers in the core book, and then get
Tome of Magic to get access to Wizards, Sorcerers, Warlocks and Swordmages and
Defenders of the Faith for Clerics, Paladins, Druids, Crusaders, and Avengers."
"Since the art of Decking is a complex element of Shadowrun, we've removed Deckers from the core rules. Those interested in this class should buy the new
Deckers sourcebook coming out next year."