I'll have to agree with Ankh-Morpork Guard here, the Star Wars RPG isn't generally about going around, killing things, taking their stuff, and repeating ad nauseum.
You do occasionally see the heroes in the Star Wars movies after stuff, but it's not exactly to build up a huge pile of resources:
1. Taking a fallen enemys blaster, which happens all the time as a hero without a weapon takes a blaster rifle from a fallen stormtrooper or battle droid.
2. Luke taking a stormtrooper utility belt on the Death Star. Trooper utility belts are useful tools, it let Luke swing across the chasm after all

3. Han wanted a pile of money to rescue Leia (as a smuggler), but even he came back later to help out at Yavin without being paid, and saved the day.
Now, just for random stuff a character might run across, the closest there really has ever been has been (
http://www.wizards.com/default.asp?x=starwars/article/sw20030619hero) a web enhancement for the Heros Guide that included a table for determining random contents of shipping crates (as well as the type of crate), for smuggler/pirate adventures where the GM has to make something up when the PCs decide to open the crates and see what's inside there.
To be honest, one thing that I've noticed is that people often try to play Star Wars like it's D&D with Lightsabers and The Force, and then complain when it doesn't seem to work right. If you really want to play it that way, have fun, but don't complain when you find out that it's not D&D In Space and the rules aren't written to support that (this also goes for the "Vitality Points don't work like Hit Points" and "The Force should be based off D&D Psionics/Magic" threads that crop up periodically).
Much like you wouldn't expect deep introspection and intricate character development over many sessions from Paranoia XP, Dungeon Crawls in Vampire: The Requiem, Starship Battles in Call of Cthuhlu, you're not going to find a lot of support for "stuffquest" in Star Wars.