A few house rules I use with Aedon's Health & Resilience System (to be OGC when W&V goes OGC).
Health Points: (Constitution x Size Multiple) + BAB
Defense Bonus: Class based, using Defense Rolls instead of passive AC. Armor Check Penalty applies.
Armor Value: Amor (and Natural Armor) are divided in half to represent Resistance and Absorption. Round Resistance up and Absorption down. Resistance lowers Resilience Damage. Absorption lowers Health damage. Both stack with standard Damage Reduction.
Shields: Applies to the Defense roll.
Greater Expertise: Intelligence 15, Removes Expertise limits.
Extra Damage: If flat damage (like Vile Martial Stike), apply to R or H as normal. If extra dice (like Sneak Attack), apply to R as normal, but apply to H as +1 per die.
Note: While its been indicated that Sneak Attack applies to Wounds as normal, I've only found 1 class in SW that gets Sneak Attack. This is the Bounty Hunter Prestige Class, with a total of +2d6. I don't play SW, so other examples may be out there that have higher degrees of Sneak Attack; I leave it to those more knowledgable to correct my error if in error I am.
Edit: Checked my SW book, BH's max out at +5d6, Force Adepts get "force weapon" at +2d8, and Jedi Guardians get a Lightsaber bonus of +5d8. And, looking through this book, I wish I had a SW GM... At any rate, +5d6/+5d8 seems to be the max in the Core Rulebook. Either way, these are far less than 3E's +10d6 Sneak Attack and the Assassin's Death Attack.
Critical Threats: In addition to rolling within the Critical Range of the weapon, the total Attack roll must be 5 or more higher than the roll needed to hit or a Critical isn't threatened. Improved Critical doesn't increase your Threat Range, but lowers the required Attack roll to 3 higher than the roll needed to hit. Keen works as normal (and, obviously, does stack with Improved Critical).
Critical Hits: Only the first die of damage applies to Health, the rest being Resilience as normal (unless the opponent is out of Resilience, in which case death is usually gruesome). Extra damage is applied to Resilience or Health as the attacker chooses.
Healing Magic: Toned down dramatically, since the ratio of healing required is reduced significantly (Resilience is regained by the hour). Can't think of them off the top of my head, but I'll gladly look them up if folks wish.
Harm Magic: Toned down to match Healing (effects Health points unless saved against, in which case the damage is in Resilience... Heal spells work similarly against Undead.).
I think that's it, and I hope it's clear enough to make sense out of.
(I'll be back if I remember more or if there's a question about these...)