I like the basic premise of character driven aspects. So in that spirit the rules and entire game should be built around best embracing what we all want to do.
Gal wants to see a fleet, Hop wants to smuggle and fringe, I want to do moderate scale ground combat tooth and nail Rebel Alliance vs Empire shit, like squads, platoons, companies etc.
What do you want to see to be playable Hale or are you more interested in GMing and facilitating only?
I'm not entirely convinced that 7 star systems is a limited enough scope to do all those angles adequately and keep the character driven story interaction together and affecting each other. I could be wrong, just not convinced. Just to go on record my personal preference and suggestion would be to finally focus a game around a single star system.
A single main planet that goes from a small burning ember of Rebellion to a full fledged conventional military battle that seems to last for the entire Galactic Civil War. A battle for a world that becomes synonymous for the War between the Rebellion and Empire. A battle that the Empire dare not simply bombard the world to dust, but to individually pluck out each traitorous heart as an example. A symbolic story encompassing locking of horns between the might of both. . .goose bumps! ;p
At that point no matter what character angle you take its interesting as hell, and everyone is involved in whatever niche their writing drive may take them. I'd be willing to manipulate the entire Rebellion ground constituency in the engagement, but not if it's that mob up in a couple of spaces or one space and throw them all together type of battling. I'd rather make the whole Battle a microcosm of the Galactic Civil War that happens in skirmishes across vast territory but only covered a small section at a time. Itd have to be all sorts of maps that only constitute small regions of the world here and there so that battles aren't everything everyone has at this place at once. Can help make these if adopted.
You could totally keep the scale of fleets that are described to fill Gal's fix. Just that presumably only one faction has a fleet that is a more full time presence. Maybe it's a system of getting driven off, and returning later replenished to try and retake blockade position? You could keep Events, which sound like an awesome idea in basis with the die rolls to determine what. If no one interested in taking helm of a Rebel fleet, then you could make an event that a Rebel fleet shows up to try and break blockade, GM controls it for battle. If Rebs win and Empire driven off, Gal is in retreat story mode and working up his way back with a fleet again. Maybe he has some angles to play little covert Imperial strikes and things of that nature (if he wanted) ?
Rambling. Just saying that to better accomodate what everyone wants to do I think it's easier to focus on a single star system. And there's my convoluted argument for it
Unless there are multiple people out there who are going to be doing large scale engagements in a game angle? As I've read thus far only Gal has expressed such interest.
Additions - We can still make it a game of controlling resources, or focus more specifically on RPGish aspects of character maturation. Whatever really people want to see, just centered on one star system (can be few planets if wanted whole system, just one central which is the main stage?, I will happily make, even research and use a canon star system if desired, Core world perhaps?) You could either use a system of building up resource over a period of time to commit to engage the enemy in a battle. Like if I'm controlling rebel army, to launch some offensives, I have to smuggle in so many shipments of weapons or something if the Imp fleet is currently in blockade, if the Reb fleet were in blockade, I could launch attacks whenever and wherever on the planet I wanted. I Imp fleet is in blockade, maybe I can only launch attacks adjacent to areas I already have a majority control of.