Going off on a tangent here...MerricB said:If I can just bring up a point here: The first edition of WEG Star Wars did not have the wild die! It was an additional rule that entered with the 2nd edition game. My group had been playing SWd6 for a campaign of two years standing beforehand, and the Wild Die was greatly disliked. It complicated a game that had been working well as a lighter system beforehand.
I think the greater change in paradigm were seen in the chase/vehicle combat system. In 1e, vehicle fights were based on a simple one-on-one deal, where you simply had range bands - short, medium, and long (possibly something like "almost touching" and "very far" as well). Every round, you rolled the speed ratings of the two vehicles, adding Pilot skill if the pilot took an action specifically to get away/catch up. The one who won got to choose whether to increase or decrease range by one step. Shooting also used these range bands - someone at Medium range was at Medium range whether you used a light laser, an ion cannon, or a proton torpedo.
In 2e, you instead had a system where you tracked the position of each ship on a grid, with difficulties for various maneuvers. Weapons had ranges in units, and vehicles had their speeds rated in units as well (as opposed to dice). The way to use your greater skill to move faster was to use more actions for moving (up to four). In other words, a far more "crunchy" system.