The FFG Star Wars RPG line are pretty good. People have given thoughts on it, I'll add mine.
There are actually three lines all using the same system. These are:
Edge of Empire - a line focused around criminals and criminal life, minimal Force stuff. Character careers are all things like "Smuggler", "Hired Gun", etc.
Age of Rebellion - a line focused around rebels and battling the empire., again minimal Force stuff. Character careers are things like Diplomat, Soldier, Spy, etc.
Force and Destiny - a line focused around Force users, Jedi by default but can be reskinned for other options. Character careers are based around Jedi archetypes such as Mystic, Guardian, Consular, etc.
There's a lot of overlap between the lines - an Outlaw Tech from Edge of the Empire is going to have a lot of skills and talents in common with an Engineer from Age of Rebellion. The rules, the background fluff, ship, species and weapon stats - hugely redundant between the game lines. FFG know how to get their money! But that said, whilst there's a significant monetary angle to so much duplication the developers do a decent job of giving some value to it all. The different focuses in the game lines do actually give you a different feel and let you have a slightly better experiencem imo. For example, each game line has a core mechanic that has a narrative and mechanical impact on the group. For Edge of the Empire, that's your Obligation score which rises and falls in a campaign reflecting the criminal world's claws in you. Whilst Age of Rebellion has some sort of Duty score governing standing and impact in the rebellion, requisitions and such. Force and Destiny has the Conflict score which is the sway of Light or Darkside in the party. That's the most overt difference but in general it is nice to have the different game lines. But you'll be burning money if you collect all three and seeing a TONNE of repeated information.
The game system is pretty flexible and plays quickly. It can get a little mentally exhausting thinking up side-effects for actions the whole time. Basically as well as the axis of Succeed-Fail you have the axis of Advantage-Threat. Lets say you roll your Mechanics to open an air lock. You might succeed but roll three threat. Great - you got the airlock open but you damage the seals doing so, it's now not merely open but jammed open. Or lets say you roll to shoot someone, you hit doing damage but you also roll two Advantage as well - great, maybe you activate a special quality of the weapon such as knocking your opponent prone. There are also Triumphs and Despairs which are like next level Advantages and Threats. They can only occur when you use the more powerful Proficiency or Challenge dice. I wont go all into the details but if it sounds complex it isn't. You gain more than you lose from it it and whilst I was initially put off by custom dice I can now see there is actually a lot they bring to the table. I'll give my favourite example of this. There are Force dice which have black and white dots on different facings and when using a Force power, you typically roll Force dice to see how well you do, with white dots being Lightside, black dark. You can choose to use dark if you wish but it can cause Conflict. Here's the nice part though - the total number of Light and Dark points on a Force dice are the same but they are not distributed the same. More sides have dark side points than lightside. But light side points have more double-dots than dark side do. So dark side is more likely to succeed but when light side succeeds it is more likely to succeed well. So is the dark side more powerful? No... easier.
It's that sort of subtle effect you'll find a lot of in the FFG Star Wars line. It's very quick in play. A typically hard system to just outright die in but a fairly easy system to be taken down for the count. In short, it plays very well to the movies with lots of dramatic turn arounds in the story.
Space combat rules are a bit tough to get your head around for most people not because they're complex but because they're so counter-intuitive. And there are some rough edges here and there in the rules. Nothing a GM can't make a reasonable ruling on. On the whole, it's a very good system. Currently being reprinted by Edge Studios, as well. I can talk more in detail about the system if anybody has questions.