I'm not very familiar with Burning Wheel, but I am familiar with Mouseguard. The metacurrencies in Mouseguard are really quite weak and are as you say there to mitigate somewhat against the odds being stacked against the player. I'm not really a fan of Luke Crane as a designer, but in this case the real issue is just how very different the metacurrencies are in the two games and not just how much I quibble with the need for three different currencies or how much I dislike systems that stack the odds against the player heavily.
In general though, one "solution" would be to make force points weaker and more common. But I'm not sure that fits with Star Wars, where heroes do big heroic things.
MG has three metacurrencies, only two of which are shared with BW/Burning Empires, which also have 3.
MG has Fate and Persona, and checks. Fate open-ends 6's, persona is used prior to rolling to add a die. Advancement is based upon successes and failures. Checks are used to get player turns in the Player phase. Fate can make a difference for advancement, by turning a failure to a success, which is often advantageous for advancement.
BW has Fate and Persona, and Deeds. Collectively, they're "artha"... skipping how you earn them...
BW Fate: open end your 6's, or negate a superficial wound penalty on a roll.
BW Persona: Add a die before rolling (max 3), counter a time complication, Negate a light wound's penalty, make a roll to recover from mortal wound, not die when otherwise you would.
BW Deeds: double dice pool before rolling, or reroll non-successes after rolling
Lots more stuff to do with it.
But BW also doesn't count successes and failures on tasks for advancement; it counts relative difficulty excluding artha-gained dice. And only excluding artha. And you need to do tests you cannot pass without artha to go above level 4 in a skill.
Burning Empires is pretty much identical in artha to Burning Wheel itself. I've run and played both, and Mouse Guard.