A random thought just popped into my head for a variation of this deck:
2x Forward Recon
2x Evacuation Procedure
2x Undercover Dealings
2x Wookiee Life Debt
2x Draw Their Fire
The idea is to mess with your opponent's combat math as much as humanly possible. I won't go into why the first 3 pods are good together, since that's already been covered in this thread. The last two pods may seem a bit odd at first, but let's go through them.
Wookiee Life Debt - Gives Wookies Protect Character, which protects fragile units like Jan Ors and Han Solo. Sure, you might want Han to leave play, but you'd rather that he leaves play on your terms. Stopping Force Choke + Vader from one-shotting Jan is also incredibly useful.
Chewie: An amazing unit no matter how you look at him. 3 cost for a 3 health unit that can protect your characters AND wreck other units in engagements AND 2 blast icons? What more do I have to say? Well, actually, one of the problems with Chewie is that he usually dies after a while. Sure, he might trade 2-for-1, which makes him great, but inevitably he dies. Well, how about bouncing him back with Jan when he's got 1 health left? Worth a thought.
Wookiee Warrior: 3 Health, potential to protect, potentially 2 unit damage and 1 blast damage at 2 cost makes for an excellent all around unit. The black blast is particularly useful in a deck with not much blast going around. He's tougher, cheaper and more reliable than the Rebel Commando in Commando Operations, which makes him a solid choice.
Let the Wookiee Win: A great card for messing with combat math in general. Doubly useful with Chewie. Still useful with the likes of Intel Operative and Forward Recon since you can strike with the operative, then use Let the Wookiee Win to kill him, drawing a card and doing one more damage. I can only imagine the look on someone's face when they lose Palpatine to this trick.
Heat of Battle: More messing with combat math. Excellent.
Draw Their Fire - Nothing special about the objective itself, except that it provides 2 resources, which can be quite useful.
Admiral Ackbar - You'll be the one setting your opponent up for a trap. Splash him down in combat to deal 1 damage to each defender, potentially 2 tactics icons, and then return him to your hand with Jan for another go. Seriously messes with your opponent's combat math.
X-Wing Escort - Bounce this back to your hand with Jan to force your opponent to sac a vehicle, then do it again next turn. Edge fodder against Sith decks, hilarious against Navy Walkers or Navy Capital Ships.
X-Wing - Highly cost efficient and brings a blast icon to the table for 1. Not stellar, but can't complain.
Fleet Command Center - Resources are always solid, Shielding is also a very good deal for Jan or even Chewie (remember that you can choose to not use a shield, which allows you to let enough damage through to Chewie to kill enemy units but not die until you can bounce him).
Heroic Sacrifice - Anything that lets you make one of your units leave play at action speed is good. Taking down an enemy Vehicle with it is even better. Excellent synergy with X-Wing Escort. Optimal synergy would be to sac an X-Wing escort, kill an AT-AT (or similar) and then refresh/heal Bright Hope.
So, what do you think? I know this deck will be headache inducing for my opponents, but not sure if it'll work for me!