My biggest issue with public as jedi/sith is the way FP works. Gunners drain it too slowly, and it recovers too slowly. Engagements in close range such as the one in the gif from ben, would be won by the blob or another thing like a secondary grenade or a ninja kick, but not by FP drains. Since that footage is from the beta it looks to me like the FP drains are too slow (and possibly the regen aswell).
If we take the gif as an example, it's clear that the sith is playing like a noob and not dodging any bullets or anything, the sith is tanking the full brunt of a blaster in close range to the face for quite awhile and yet he's only at around 45 FP at the end even though he was shot sooooo mannnnnyyy tiiiimmeees.
My suggestion is to increase the FP regen and increase the FP drains of all guns accordingly. Balance obviously needs to be tested, but I would like to see a system with higher FP drains and higher FP regen. So if you dodge some bullets and catch some cover you can quickly (recover ehehe). Also more liberal use of force powers in this game, since they are jedi and sith, not dildo warriors. They should be able to use push and pull and stuff more freely and liberally.
In my opinion the main way a jedi or sith should die is if they get their FP drained to 0. Then there is another significant way they die, which is when they make a mistake and overextend. Secondary grenades, blobs etc should not be a way to cheese past a jedi's FP but more of a way to increase the FP drains. The only reason we are used to having all of those gimmicks like blob in public is that you need them to kill a sith without it taking 3 million years. I am not saying blob etc should go, but just holding walk is too noobish of a way to dodge it. That's why I said crouch, at the very minimum.
Also I do not think they should be uber squishly health wise when they still have FP, like with dmg removal they just get shit on by a soldiers conc nades or a melee attack, it's laughable and uber gay.
The main way an engagement such as the one in bens gif should go, is that the sith would bob and weave as he approaches the clone, and watch for when the clone tries to run and at that moment he should push or pull to close the distance. This push/pull + dodging slowly forward should be the way you play, more than simply tanking the full brunt of blaster fire head on and dispatching the gunner without using any of your force powers. And if you get hit whilst pushing you take damage etc so that's why you jump, and if you jump you take increased FP dmg in the air and if the fp dmg is not shit you are taking a proper risk to get the kill. With low FP drains a jedi feels invulnerable unless you have access to mechanics like blob and secondary nades.
It's not really that fun being locked down to using only your saber in MBII so I think we should find a way to incorporate the use of more force powers into the general gameplay. Could even possibly detach them into force points and blaster blocking points if you want to be crazy. Not seriously suggesting this, but it's something to think about.
I think the above FP dynamic should apply with or without flinch. Ultimately, flinch is just a crutch for gunners against low FP drain jedi/sith. If the drains are properly high (and the regens), then it should not be a problem to not have flinch and if you do have flinch in such a system you'll get arse-cancer from playing sith or jedi due to how it will be almost impossible to kill someone without knocking him down/using force powers.
In public you got a system where it doesn't really take skill to tank for an ungodly amount of time, and you cannot use skill to recover when you are low FP due to the retarded FP regen debuff + slow regen in general. This also prohibits you from seriously using force powers in engagements unless you want to screw yourself over and/or put yourself out of the battle for five years as you regen FP. And it's really easy/forgiving to play jedi/sith in public due to how low the fp damage is as long as you don't overextend on attacks and get flinch-raped.
Imagine instead if you took more FP damage per blaster bolt and your FP went up and down more quickly. As a jedi/sith you'd have to always be watching your FP in engagements and be more careful lest you get destroyed. For example, if we take the ben gif, I think the FP should have been lower than 45 for the way he tanked shots directly like that, perhaps more like at 10-20 and the moment where he wasn't being shot at his FP should go up by more and should be more fluid and not stuck before the regen kicks in... As it stands, lots of shit just stop the regen for awhile doesn't it? Like force push etc. Why not have a running regen that ticks often and goes up at a nice and discernable speed coupled with high damage? That way when you are far away and dodge, you can't be touched, but if you are close range in a corridor you need to be careful lest you get burned through in a couple seconds. If this is the way the dynamic works, there would not be a need for something like flinch. This would also increase the value of teammates focusing their fire on a single jedi. Right now in public it doesn't matter for shit, you can just single tap a jedi with E-11 primary to keep him tied up all by yourself due to the FP regen, but imagine if you could focus fire someone and almost instantly kill him in like 2-3 seconds with a focused effort, assuming the guy stands still/takes all shots. More rewards for skillfully dodging and playing your class actively as a jedi/sith, and more incentive to use force powers due to how they don't lock you down and fuck you over. More teamwork incentive as gunners, aswell as the possibility to solo drain someone if you have good aim + they don't have much space to maneuver.
In addition to changing FP like I've described above, all knockdown slaps/kicks etc should be reduced to dealing 1 hp. Like all wookiee barrage/slaps and SBD slaps = 1 hp dmg.
Blobs stagger instead of knocking down on crouching, not walking.
With that, the beta should feel better to play I think?