I ended up slightly revising the system. And by slight revision I mean complete overhaul.
There are six attributes divided in two groups: Preferences and Attributes. Preferences define how your character likes to approach problems. Characters with high Initiative tend to thrive in surprising situations, letting their instinct and reflexes win the day. High Adaptation means that the character can usually turn any situation to his or her advantage by unorthodox strategies and a moment of study. Tenacity means that the character can win by sheer willpower or endurance. Attributes define how your character is focused: Physically, Mentally or Socially. In character creation, the player defines Good, Average and Weak attribute and preference. A Good attribute or preference is worth three dice, Average two and Weak one. (Example: Silas is a cunning farghul scoundrel. He is good in social situations and can create elaborate schemes. He is good in changing situations, but tends to get bored and tired in long problems. Silas has Average Initiative, Good Adaptation and Weak Tenacity. He is Weak Physically, Average Mentally and Good Socially).
A conflict consists of up to three challenges. In a challenge, the leader (The one who began the conflict or one who rolled highest in previous challenge) selects the Attribute that is going to be used, and then both parties roll dice equal to that attribute plus the current challenge preference. The first challenge in a conflict uses Initiative, the second Adaptation and third Tenacity. The result calculation system is the same as in the previous version. (Take highest, add 1 per double) Low roller can use Force Points to equalize result, in which situation the conflict advances.
Along with the innate attributes of a character, he or she also has a set amount of Resources. These represent the character’s gadgets, force abilities or other ways the character can tip the scales to his or her favour. Resources are used by defining them as something that will aid the player in his or her current situation. After that, the resource can be reused in the situation where it might be useful. A resource adds one die to the die pool of a challenge. (Example: Silas is in a pickle; Security is sweeping the starport for him and, and his transport is beyond a checkout counter. He digs into his pouch and draws a forged ID he had crafted for him. In the upcoming Social Adaptation challenge, Silas gains one die. The ID stays with him, so he can reuse it in the destination starport if there is trouble.) The resources reset at the beginning of each session.
Force points work as before: You gain force points in the beginning of a session and for doing cool stuff. You spend them to avoid failures by adding one point to the result per force point spent.
The Dark Side Tracker is a bit more streamlined than the previous version: If you call in to the Dark Side, you gain two resources and fall in the tracker. Atoning requires two things: A full session where you avoid initiating conflict (meaning you always let the opponent select the chosen attribute) and sacrificing Force Points. The GM handles the additional effects for Dark Side (whispering, loss of narrative control in conflict, the possible full corruption).
And there it is. The new, improved (?) system. Next time something different. Maybe.