Here's my rambling incomplete non-comprehensive review:
I don't go into detail on a lot of these points because I'm tired, and besides, you can get a lot from reading the preview articles on WotC's site.
Overall impression: I'm ready to adopt SWSE rules to all my d20 games. It's like D&D 3.75 but in a good way.
Things that Work
Base Attack Bonus increases with every level
This is a very good idea. At the very least this prevents the deflating let-down that is earning a level where “nothing happens,” that is BAB doesn’t go up or Saving Throws don’t go up, or whatnot. It also just makes sense.
Damage Bonus increases with character level
See above.
Defenses
No more Armor Class. You read that right! Instead, every attack goes against either Reflex, Fortitude, or Will. This is a big departure but it’s good and here’s at least one reason why: It makes more sense—especially to people who’re new to the game. I’ve had many a new person in my games and many a time they’ve asked, in so many words, why there are saving throws when there’s already an AC. It works better in reverse: Why is there an AC when there are already three types of defense-related stats? This unity brings everything together into something a bit more sensible.
Class bonuses to Defenses
That handy table clearly illustrates the first differences among the various character classes. It sounds min/maxy at the start, but really I think it will help new players understand that there are concrete differences between the classes and that the differences aren’t just window dressing. And, importantly, they can see that each class is balanced, making the choice more of what they’d like to play. In this way, a min/maxy table encourages roleplaying by freeing people up to not think so much about min/maxing an advantage over other classes.
Ability score increases
You get two at a time instead of one. ‘Nuff said.
Bonus feats
Everyone gets them every other level.
Talents
Oh, yes. Good all the way around. They’re really keen and you get them every other level. Sweet. Also, every class gets them at the same rate.
Feats
Maybe it’s the two-page spread table listing them, but it seems like you get a lot of ’em to choose from.
Iterative attacks
Gone—replaced by feats. The design reason was to speed things up and I agree, it absolutely will. But you can still do iterative attacks if you have the feats for it—and you easily can because there are so many got damnedable feats it should be easy enough to pick ’em up if that’s what you want to emphasize.
Force Points
a.k.a. Action Points and everyone gets ’em.
The Force and Force Talents
I like how it’s handled. It’s been too long for me to remember how the previous editions handled it, but I like the way this edition does it.
Destiny
This is awesome. Your character chooses a destiny as part of character background and when you make progress toward fulfilling your destiny you get Destiny Points, which are like Hero Cards, that is to say, you can trade them in to dramatically affect the game session (a critical hit didn’t hit you, stuff like that).
I like this because it encourages roleplaying and is an important, though overlooked, factor in the setting. Everyone in Star Wars does have a destiny if you think about it, and this is a wonderful mechanic for bringing that out and encouraging players to think about their characters more than they otherwise might have. It’s worth including in every RPG.
Armor
You pick which value is greater, your armor bonus or your natural (class) defenses. Since your defenses go up all the time, the more experienced you are the less you need to wear armor. This helps reinforce the idea that stormtroopers are low-level losers—and at the same time acknowledges and codifies a known truism of D&D/d20: Whoever wears the heaviest and most expensive armor doesn’t have the highest armor class.
Swift Actions
At last they’re easy to understand, use, and make sense.
Critical Hits
Occur on a natural 20 and that’s it—no re-rolling to confirm. Why is this good? Because it’s quite a let-down to roll a natural 20 and then have the prize taken away from you like the proverbial rug being pulled.
Second Wind
Once per day you can keep yourself from dropping dead. Purty sweet—especially in a game with no raise dead.
Damage Threshold
Mechanically makes more sense than Death from Massive Damage—but not the part where it affects the Condition Track (see below).
Suppress an Enemy
It’s the opposite of Aid Another. That is to say: Everyone, no matter what, has an opportunity to concretely benefit the entire party in combat.
Grappling
Satan just put on a sweater because grappling is easier. How? Here’s the short form: To do fancy grappling things, like pinning, you have to have a feat for it. Pow. No one’s going to take that feat so no one’s going to try to pin, so no one’s going too far into the grappling rules, so grappling just got a helluva lot easier through disuse.
Smartest thing in the book.
Diagonal Movement
They simply cost double. None of this 1.5 or every-other-square-costs-more business that makes me insane with rage far out of proportion to the offense against nature provoked by the 1.5 monstrocity.
Though personally, in my games, I’m going to continue to use my own math, which is that every square costs one because for goodness sake.
XP
It’s easier to assign from the GM’s side.
Things that Don’t work
The index
I fully understand the difficulty of indexing a 285-page book and having only a single page to do it. Yet, I can’t avoid the experience that nothing I’ve tried to find has been in the index.
Upkeep rules are not in the book
There’s a table for upkeep, and if you have the DMG you can find the rules for upkeep, but if you’re playing Star Wars SAGA Edition you have no idea what they’re talking about. Maybe there’s an explanation in another chapter—I’ll never know because it’s not listed in the index...
The Condition Track
As I write this, I don’t think there’s a force on Earth that could convince me that any sort of condition track for PCs is in any way a good idea. I’ve never seen one that worked and SWSE continues that tradition.
And by “works” I mean one that’s intuitive, doesn’t slow the game down, doesn’t require the player to look anything up during play, and is as easy to track as hit points.
SWSE’s track has six conditions, with penalties that are -1, -2, -5, and -10. Why not 1, 2, 4, and 8, that is to say, something easier to remember is unknown. Why the odd number? Why not just halve the number of conditions and say 4, 8? There’s probably some high-falutin’ math reason for it but whatever it is, it’s not worth more than having something easy to use.
Defenses
It’s a thing that rocks (see above)—but there’s still something rotten: If you have three defense-related stats, why not go the whole way and unify everything under one aegis, and have your hit points effectively be your defense too?
And more to the point: Why do you need a condition track when there are already three defense stats?
Squeezing
According to the rules, there are no narrow passages in the universe.
See, creatures can squeeze through openings half their size—but if and only if they can end their movement in a space where they’re not squeezing. Ergo, no one has ever crawled through anything longer than, say, 30 or 60 feet. Upside: You never have to look up squeezing rules ever again.