Randomthoughts
Adventurer
Well, my comment was intended as a general statement, mainly to avoid power creep. Even with just the Jedi powers in the core rule book, my character was pretty powerful in combat - a true combat monster. Jedi have powers and they have a lot of hitpoints. I built him originally as a force user and loaded up on powers and talents that gave me a hefty selection of powers. I also did the Skill Focus (IIRC) thing with Use the Force that Obryn mentioned above. I didn't do it the first level (to avoid "being that guy") but I did get it in the first few levels. I was flipping over landspeeders and messing with imperial officers (Mind Control) at an early level. It was fun...but something to look out for as a GM.Any in particular you're aware of to be careful with?
Now, I've looked at (but don't possess) a few books that gave Jedi even more options. The Jedi Training Manual comes to mind....also the Force Unleashed Campaign Guide too. In any case, the point is that, as a GM, you just have to be careful with allowing splatbooks. I'd start with the core book, see how Jedi play out, and then add more as you go along (usually in the guise of Jedi Masters teaching PCs new tricks).
Hope that helps.
Oh, BTW, I've also played Savage Worlds, but not in a Star Wars setting (I played Deadlands, both old and new). It's a good rule set, one I go to for when I'm in the mood for games that are easy on the mechanics. I still would prefer d6 over SW, just b/c d6 really captured the feel of SW IMHO. But you can't go wrong with SW either.