You get a constant 4 Force at the beginning of each turn which you can carry over from turn to turn ... but you get a variable 1-6 build points per turn (roll one die) and those do NOT carry over. Why?
You'll need a lot of counters. You need about 6-8 Force counters per person; you rarely carry over more than 2 Force per turn. You need SEVERAL damage counters, about 20 per person; you're going to have about 5-10 units in play at any one time, and each one will probably have 2-3 damage counters on them on average. And don't forget you need build counters for units in the build area, although probably no more than 4 or 5 per player should be enough. When you add all that up, that's a LOT of counters!
Consider: you could spend Force Points through bidding for contested units, through abilities in the space arena, and through abilities in the ground arena - ALL before getting to your Jedi, who may desparately need those points. Very interesting, indeed.
* On the fact that Anakin D is a fairly average card (of presumably common rarity): that's NOT actually a bad thing, especially when you consider the RARE versions ...
I believe we're seeing WOTC's intentional efforts to please everyone: the kids who HAVE to have Anakin in their decks can easily find a common but mediocre Anakin D. The more serious players who want the more powerful cards can hunt down the rare but potent Anakin A. And everybody's happy, more or less.
* Also, it may be the case that your trial run was shorter than a typical game - that, in time, better tactics would lead to longer games. In such a case, reinforcements become more important, and you're more likely to draw enough cards to make stacks.
2) The discard pile is what it sounds like: once a card reaches it, it cannot be used again - unless, of course, you play a card that "resurrects" destroyed units.