Darths & DroidsI see what you mean. I don't think that this playing style would be a problem with any RPG out there, though. You can always substitute roleplaying for rollplaying in any game.
It's a fantastic system.
The issue of generic powers needs some attention. I would suggest using 4E's damage types as a start to creating customised powers.
It's my choice over 4E that's for sure.
The problem with combat is your parry and toughness can be raised well past 4 and thus chances to be hit and hurt nosedive into the 'very unlikely' catagory very quickly. This relegates (high end) combat to a game of who can ace the dice first with virtually no skill involved. This can be avoided if you keep an eye on bonuses or if you use missle weapons (back to target number 4). The base system is generally okay but if you start including a lot of edges from different sources then a lot of them can give parry bonuses.



I really like SW for one-shots or short runs that are in non-fantasy worlds (not that they couldn't work in a D&D setting, I just would rather use D&D there).
I was first introduced to SW playing an Aliens game - we played as Marines storming a space ship that had went dark and fought a bunch of them. Really really fun. The system didn't get in the way of running exactly what we wanted and feeling like we had a fun night.
I just don't think it holds up over multiple sessions with the same characters (personally I'm a fan of leveling as a component of character growth)... but on the flip side that isn't something I'd want for a marines v. aliens world.
Definitely has a niche in my gaming.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.