How do you deal with keeping all the players engaged? What is Leia's player doing during all those dog fight scenes? Essentially complaining about Han's dice rolls. This is something I've struggled with in naval combat in fantasy rpgs. Unless your character is essential to the flying of the ship there's precious little to do. Perhaps just keeping it quick is enough.
There's several viable approaches, all depending on what your players enjoy.
One is to let your players have a ship each (depending on the campaign, of course). In a very fast and loose campaign, and in a very micromanagey budgetey tradey mortgagey campaign (two extremes the system should allow, along with points in between) it's viable for the players to have a small fleet. Maybe they have an X-Wing each. Maybe later they can afford a Falcon style ship each. Or maybe they're two to a ship, or what-have-you.
Second is to have one ship, and ensure there are important roles for each player. Weaponry has to be manned, one per player. The doctor can be healing folks, the engineer repairing stuff and getting bonuses, someone using the sensors, plus a pilot, of course. That's a little trickier to ensure each of those roles is interesting.
Third is having actual PC action *at the same time*. This ship battle is going on, while the security guy is hunting down the saboteur in the engine bay so that the pilot can have power to the engines back. At the same time, someone's in a shuttle flying over to the enemy ship hoping to board it and steal the death star plans.