First of all, this game isn't magic, so the whole changing lifeforce to some number or something would ruin many of the intricate details of the game. I know deck limiting was thrown out, and a good thing. Not for Star Wars to force upon a player guidelines. I hated that in Young Jedi. And this is a 'customizable' card game, one of the most customizable, and it should remain that way. I could see the permanent pilot deal that gets cancelled as being viable... Attrition is simple to understand if explained well. If anything, we just need a rewrite of the rules that clears up any confusion. How hard is it to understand that attrition equals your drawn battle destiny? That destiny shouldn't be placed in Used until you are done with it, so that's not a value you really have to remember. It is right there in front of you. 4 starting locations is too many. 3 (total), with certain restrictions is stretching it, but more plausable. For starting locations, they should all be for the same planet. This would prevent certain abuse of the rule (for darkside, I could start with Death Star, and 3 2/0 sites putting me at an activation of 10, by myself. Lightside is much the same with Coruscant Jedi Chamber. This is ridiculous. Some of the other suggestions go too far, changing too much, that we might as well dump it all and start from scratch, making the game you want, not the game that we're playing now, that we're supposed to enjoy as it is. I'm not saying that the game couldn't use some improvements, getting rid of excess rules like Mining, ok, I could go with that, but watch out, because what's to stop it there? Let's get rid of capturing, CPI, blowing up the death star, MPG (shield rules are 'too much'!)... My point, is where do you draw the line? How simple do you want to make this game? Personally, if I wanted the end result of where this appears to be heading, I'd go play Young Jedi again, or Jedi Knight. YJ was entertaining, but it gets old, and it's too simple (for which I can probably be quoted as saying from the very first time I saw it playtest by Charyl Perry in Houston, Texas -no game text when it initially shipped). Star Wars is rich in complexity, in strategy, which is why it's so great. You pay the price having such a rich, deep game by having a bunch of rules. Improvements are one thing, simplification for New Players is another, and completely unneccessary. If they want a simple game, there are plenty of CCGs out there that do the trick.