If you play it like D&D, you'll get killed, LOL. As has been said before, it really forces you (as GM and player) to THINK creatively about your tactics. Use cover, use terrain to your advantage. Don't just stand there and fight! Move around a lot.
Jedi killing techniques: Grenades, slugthrowers, stunners (can't be deflected with lightsabers). Have a squad of dudes throw grenades and set their blasters on stun (or arm them with slugthrowers, the SW equivalent of guns and bullets). The Jedi will die (or be captured, if stunned)! Traps and landmines are good too. Don't get close to a Jedi because you will die. Use remote sentry blasters (guns that pop out of the floor or ceiling of your secret base). Use droids who are immune to Jedi mind tricks to wear the Jedi down. Cortosis, phrik alloy, and other materials are lightsaber resistant or may even shut lightsabers down if struck by them. The cost and rarity of these materials means they should only be used sparingly by master villains. You want a Jedi to waste his Force skills (powered by spending VP) before he gets near you. Then, when his VP is low (softened up by your evil minions and remote defenses), you can finish him off as he is not protected by many VP, so the chance of you doing WP damage goes up. But Jedi are very hard to kill if you don't follow these tactics.
I've found that in SW, a 6th level Jedi can temporarily raise his Defense to 30 (18 DEX, Enhance Ability, Expertise, Fight Defensively with 5+ ranks Tumble)... and thereby end up defeating ALL his enemies eventually, even 12th level Jedi with lesser feat choices. Another Jedi trick is to get Dodge and Agile Riposte (feat from Hero's Guide) that gives them a free counterattack if a melee opponent misses them. That trick is good for dual-wielding/double-bladed combat monsters (who also benefit from Redirect Attack, another Hero's Guide feat) and single saber wielders, who get an extra attack sometimes that can really make a difference.