What I'm reading here is that P does know their character motivations, their character is motivated by material things, it's I that's insisting that the motivations need to loftier and more heroic and I'm reading P as being at a non-confrontational dead end because their character is being redesigned by the director in a way that they don't feel alignment with, so they're speaking as if they must not understand the basics of roleplaying, despite envisioning the character and acting accordingly.
Hmmm, not so much trying to "redesign" the character, so much as help the player find better alignment with the goals of the campaign. The player has struggled at times with what I perceive to be remnants of "trad" gameplay sensibilities that run counter to the "platonic ideal" of how FFG Star Wars runs.
If player wants to continue to be motivated solely by the "leveling progression treadmill," I mean, sure . . . he's free to do so. FFG Star Wars isn't anywhere close to being the best model for that, but I guess it's not the worst either.
To me, this reads as though I is saying that P ought to be playing with a canned diegetic arc in mind, particularly when they give the example of where Han's story goes, and how that differs-- which to me is all a 'stance' in terms of how the player sees themselves in relation to the narrative.
The idea is that if you shift intrinsic character motivation, you shift the way the character interfaces with the game world, and you shift the player's thought process for how to embed mechanics into the fictional positions and results. One of things "trad" players struggle with, in my experience with FFG, is that they don't know how to interpret Advantage or Threat as anything other than direct mechanical representations. So they quickly tire of it, or it gets boring as "same old, same old."
The entire second axis of resolution (Advantage / Threat) is a cue to the player to
think about fictional positioning at least as much, if not more than the numbers. Advantage / Threat is very frequently best served by inserting "quantum gamestate" elements into the mix. So you rolled an extra 4 advantage this turn? Great! I don't know what that means yet, but it will definitely factor in against future stuff that's about to happen.
It's actually really fun for both players and GM to look back at something that happens and go, "Remember when you rolled that extra 4 advantage two turns ago? Well guess what---here's the cool thing you get from that."
I'm also a little confused, stepping into the details a bit, because I'm not unfamiliar with Edge of the Empire because we were gearing up to run it at one point, and it's pretty neutral to all of this as the game where Smugglers and Bounty Hunters do Smuggler and Bounty Hunter things, so killing someone with advanced cybernetics and then selling the tech to make a profit seems pretty on point for the kind of 'outer rim seedy people' game that Edge is trying to be.
OP seems to be describing their understanding of it's tone as being closer to a mixed Age of Rebellion or Force and Destiny game where the participants agreed to be rebel heroes up front and just agreed to be able to use character options from Edge to emulate a Han Solo already in the rebellion.
In a sense I get where you're coming from, because
EotE is supposed to be the "scum and villainy" scoundrel thing. But Star Wars has just so many residual assumptions baked into the setting meta, and the structure of the game itself --- Triumph vs. Despair, Advantage vs. Threat, the Force die, Obligation -- that all point to this idea that characters are connected to the game world in ways that go beyond pure mercenary intent.
I also think they have some weird impressions about the simmier parts of the game itself being this weird dross on the system for 'residual min/maxers' like the player is supposed to know that contempt ought to be had for it, any game that has beskar armor that helps make you immune to lightsabers is expecting you to want to get beskar armor so you can be immune to lightsabers, to some degree, even if its also interested in storytelling.
Well, first off, there is no beskar armor in the core
EotE rulebook. If he wanted to set himself off on a path to find some already existent (no matter how rare) set of armor already documented in the book, sure, whatever.
But the whole idea of beskar goes beyond mere progression. It's going from, "I want to improve my character," to, "I want to use my knowledge of the setting meta to force the GM to houserule something whole cloth that isn't in the book, and not only is it not in the book, it basically is supposed to narratively make me impervious to damage, because RAWR MOAR POWER FOR ME, LOLZ!"
Yeah. No offense, but screw that crap. I will tell a player to cut that out, vocally, forcibly, and without concern for their feelings. That's not the game I want to run, and I will tell them to walk away if they insist on continuing with it.