Re: IC: Star Wars AU Fate Core
I think the balancing of Jedi might be more simple than it might seem for at least some versions of Fate. With just straight Fate Core, the simplest way to do your typical Fightin' Jedi might be to have something like this:
High Concept: Typical Fightin' Jedi
Trouble: Must Follow the Jedi Code
aspects, aspects, aspects...
Great (+4): Fight
Good (+3): Athletics, Will
etc.
Stunts:
Use the Force - You can spend a fate point to use Will in place of any other skill for one roll or exchange, as long as the action is accomplished by using the Force.
And then if there are applications of the Force you want to use frequently or be particularly good at, add them as stunts too.
Jedi Mind Trick - You can use Will to Create Advantages to making someone believe or want something, just by suggesting it to them.
Force Throw - You can make Shoot attacks using Will, as long as there is something you could telekinetically hurl at your target.
Force Jump - Gain a +2 bonus to any Overcome rolls with Athletics that involve leaping or falling.
Deflect Blaster Shots - If you succeed with style on a Fight defense using a lightsaber against a blaster attack, you can inflict your shifts as stress rather than take a boost.
... And so on. Jedi are likely candidates to trade in refresh for more stunts, but that's still just standard rules.
Now, the slightly more complex way is to make the Force an extra. It'd take a little longer to build that than just think of some stunts, but you could have it involve using Will (or skill of your choice--plus, the skill list in Core is just default, you can always include other skills); it might have some kind of Dark Side stress track if that's a thing you want to have a lot of attention; probably it involves aspects, which give Jedi ways to spent fate points on making Force stuff happen; etc.
I can see Fate Accelerated working well for Star Wars, switching to approaches alone makes characters of different "power" levels more feasible together (because sure you're a kickass Jedi, but you're still just getting +2 on mechanical rolls for being Flashy or whatever). I would strongly suggest that a "Force" approach is not the best way to go adding those abilities in, however. An approach that costs fate points to use kind of breaks down how they're meant to function--why not just use Forceful? Or Flashy, or...? They're the how, not the what, and "lifting my X-wing" is definitely a what. Allowing some characters to use Force powers and not others is probably the realm of permissions (through aspects), or stunts/extras as with Fate Core. I understand the Dresden Files Accelerated game does some really interesting things with people using various powers, but I don't have it.
The game I do have that is straight-up designed to accommodate all kinds of power level variance and strange abilities and whatnot is Atomic Robo. It would do Star Wars, including Jedi, without missing a beat. Even just swiping the "mega-stunt" rules might help if you really want to put mechanical weight on Force powers.