Star Wars games work that way, don't they? You've got the Jedi, and then everyone else.
Our Star Wars: Age of Rebellion game didn't last long enough for the PC who took the "Force-sensitive emergent" specialization (in addition to their main one), but my impression was that getting anywhere with the Force took a
lot of XP. You need to both dump XP into the specialization's talent tree, unlock force powers (e.g. Move, Heal/Harm, Boost), and then dump a lot of XP into the force power's own talent tree.
In addition, raw "oomph" for force powers is very limited unless you allow players access to specializations from the sibling games. When you first take a force-sensitive specialization, you get a force rating of 1. That means you roll 1 force die, which is a d12 which has two sides giving you 1 force point to spend on activating a force power, and three sides giving 2 force points. So with one die there's a 58% chance of just not succeeding at all. The Force-sensitive emergent talent tree has one talent at the deepest level giving +1 force rating (so the talent itself is fairly expensive, and you also need to buy at least four cheaper talents before taking that one), for a force rating of 2 (which is a 34% chance of failure). In order to get a higher force rating than that, your GM needs to allow you to buy into specializations from other books. There's a similar talent tree in Edge of the Empire, and of course almost all the specializations from Force & Destiny are force-oriented, but I don't think there are any talent trees with more than one talent for +1 force rating, and it's pretty much always at the deepest level.
In other words, becoming a powerful force user in FFG's Star Wars games is extremely XP-hungry, but has a high ceiling.
It should be noted that this means force use is somewhat segregated. In Force & Destiny games, all the PCs are expected to be some variety of force user, but in the others it's a highly optional thing you can buy into and that likely won't be a powergaming move at all.