This is the thread where we discuss the game. Post what you liked, what you didn't like, whether I should be allowed to run Star Wars in the future and whether you'd want to be a part of that.
I'll go first.

You have to remember that when I started this game, I was coming off of Heroes?, which was a very story-driven game; it had X number of plot threads that needed to get tied up, the rolling that went on was rare, blah blah blah it was a narrative-style game, to use those terms. I decided my Star Wars game would be way more open-ended and subject to where the dice fall.
I think the main problem from my point of view is that when you have a game that depends on the PCs making their own goals, and then that group of PCs' main goal is "Personal Safety", that system doesn't work.
I had a number of subplots in there; some were completely ignored, some were touched on but rejected, and I flat-out killed some of them.
Ship crash/In debt to Gulgo
This one was obviously the main impetus for the first part of the game. Your goal of Personal Safety is compromised by the Debt to Gulgo, so you need a ship and some way to make back the money.
Behind the scenes: The Chance's former captain wants his ship back.
Spice deal with Pinky/Spy on Gulgo for Pinky
You guys talked about, but ultimately rejected Pinky's espionage subplot against Gulgo, opting instead for a clean deal. Looking back, that DOES confirm your goal of self-preservation.
Rebel/Imperial battle over Sullust
You guys don't choose a side in the Civil War. I had it there as a gauge of how everyone felt about it all, but didn't really expect you guys to hop into the battle in a freighter with spotty weapons systems.
Ta the Twi'lek mechanic/assassin/Imperial spy
OK, so this one was more or less forced on you, partially because you guys weren't going to get in trouble with Gulgo, and also because 'Za needed something to do. Yes, Ta was an Imperial spy. She sabotaged the planetary shields so the Star Destroyers could attack. In a related plotline, only one showed up, as you know, and was defeated. Stranded on a hostile world, Ta concocted the story about being a mechanic (in actuality, that was only her cover). The guys 'Za blasted in the landing bay were Rebel agents looking for the Twi'lek. Ta showed Aurelia her true colors on Bespin. I didn't expect it to be such a one-sided bushwhacking, but as I mentioned earlier I was following where the dice led me. You guys didn't pursue, which was fine, I sensed that it wasn't an appealing subplot in the first place.
Behind the scenes: The Gran captain, who ran cargo for Gulgo just as you used you, asks the slug for help and is rejected.
Bespin/Meet the New Boss, Same as the Old Boss
I think Bespin was my most straightforward plotline, whether or not you guys were privy to all the stuff behind the curtain. So... Lt. Briggs was waiting for the Gran captain to arrive with his shipment of spice from Gulgo. You guys show up in the Gran's ship, which spooks Briggs but he plays it low-key. Meanwhile, Lt. Urbani has caught wind of Briggs' dealings and catches up with Wayde, who turns up in the big ol' "Ex-Imperial" registry. Thinking he's met a kindred spirit, they talk and Urbani's men board your ship. Urbani is SURE he's got Briggs now, plus a bunch of pirates, except you guys sold the spice to Pinky. You all know the chaos that ensued.
Behind the scenes:Gulgo no longer has a spice dealer on Bespin who can get the shipments through Imperial searches and customs. This damages Gulgo's operations. He knows it's your ship now and gets the Gran, sending him and Joss on your trail.
Spirit of Ithor/The Sith Lord
Sith Lord? What?
At this point, I needed something more for Erit to do, and Mak's suggestion that he learn more about the Force was a perfect opportunity. Unfortunately, CuteMotherFucker disappeared after this section, and instead of trying to salvage Erit's subplot, I soldiered on despite alienating Erit, and to a lesser extent, Aurelia. More on her later.
A Falleen Sith assassin, thawed out from before the Rule of Two much like Lent was, used his considerable powers to hijack a sizable Imperial force. He managed to gain followers (this is all backstory that would have turned up had you followed this path) and eventually orchestrated the mutiny of two Star Destroyers. Those ISDs attacked the Spirit of Ithor, looking for the sunken tomb of a Sith Lord from the Old Republic which was carted off Ithor when the planet's soil, fauna, and flora were divvied up to the Worldships. He was a Big Bad with dreams of his own Sith empire, and was designed so Erit and Mak could get their Force on with someone who could fight back. Problem was, I think I came on too strong with the Imperials and you guys, in the interests of self preservation, scurried off. I realized after the Spirit of Ithor's destruction that you guys really weren't interested in anything to do with the Civil War and I should stop trying to see if I could cajole you into becoming Rebels.
Behind the scenes: The Sith assassin is still out there, he's got his Sith Lord-in-a-box, and he can still be a Big Bad later.
Nar Shaddaa/Betrayed!
Nar Shaddaa, contrary to what normally happens on the moon in video games, was fairly peaceful. I reeeeally didn't want to see you guys run into hyperspace from EVERY planet you visit. First things first; with no impetus to hunt the Force-user Bak Molan mentioned, it was time for him to die in a crossfire. I was going to have somebody shanghai Mak, sent from Gulgo, but in the end Mak eluded him, and soon after, the forums in general.

Silverberg wasn't against you guys; she was legitimately giving you a job up until you left and Gulgo's goons showed up on her doorstep. They contacted Greebu and told him to lock you guys up until Joss and the Gran got there and dealt with you.
Gamdoaan
I think this was a fairly straightforward plot, once again it worked because it endangered your personal safety. Where it DIDN'T work was where Arnae and Erit remained with the ship, and I couldn't think of a damn thing to engage them. I apologize.
I have used Greebu's ranch in several tabletop games. I love the idea of some crazy crimelord (ex-crimelord in your guys' case) who collects exotic and deadly animals, like the dude from Romancing the Stone ("Look at them choppers, willya?"). So he turns up all the time. I didn't want another big name crime boss, though, so I adjusted his situation to where he's gone mostly bonkers, but still has enough money to maintain his installation. No henchmen, just robots. A bit like that old Disney movie "The Black Hole" with Ernest Borgnine.
Joss and the Gran show up of course, you guys blast everything around and take off with Lent in tow. You guys learn that the Gran was in cahoots with Gulgo somehow, and it's decided that Gulgo will not stop hunting you. Time to take the slug down.
Sullust/Kill Bill- er, Gulgo
There's nothing really to say here that you guys don't know about, except for the identity of the shuttle pilot. From a metagame standpoint, I didn't think it was going to take as long as it did. Erit and Aurelia rotted away on the ship, save for the attack which was easily dealt with. I thought maybe they might breach the ship and then Arnae/Wayde/Za/Lent would have a hostage situation to come home to.
Arnae didn't get too many posts; I don't know whether that was IP being really busy or a lack of interest or just forgetting to check this game.
Also, poor Aurelia. Ivan, I have to confess I just didn't know how to handle what Aurelia was experiencing internally. I should've straight-up asked where you wanted to take it, but I didn't, and I wish I did.
Yes, I did drop the hints that Aurelia could be Force-sensitive. IF Ivan would like to pursue that route, and if Erit would want to teach Aurelia, the trio of Erit, Lent, and Aurelia could make a fine Jedi-oriented group. Not that any of them ARE Jedi, but that perhaps between the three of them they have the mental, emotional, and physical abilities of one. Aurelia empathizes with things; Erit obviously has the Mind Trick/mystic hermit thing down, and Lent is likely the equal of a Jedi in battle.
Then there's the option to take over Gulgo's organization. I guarantee you you'd see Pinky again, plus you'd probably have to choose the Empire or the Alliance, since elements of both would court a fledging crime lord even as other elements work to bring you down. To be honest, though, the crimelord option is more or less an NPC position; your PC can take over, but they won't be getting in adventures. If they do, somebody's going to steal their power.
I'd be up for another game, but I wanted to know your thoughts so I can learn from any mistakes and put more of what you want in a future game.