From a gameplay point of view it comes down to not gaining an advantage from making a mistake. If you have charged your pistols and then decide you need to use your flamethrower you don't get to make someone react to your flamethrower in order to sneak in your pistol shots. Frankly you're lucky that the mando isn't punished more for making a mistake.
Utter bollocks.
Jedi: MT -> gunner runs -> into push
Jedi/Sith: deflect -> gunner runs to evade -> into push
Sith: fake grip -> gunner runs to break connection -> into push
Jedi/Sith: miss swing -> into block, no damage taken
Jedi/Sith: miss everything -> into damage reduction, no damage taken
Jedi/Sith: fuck up everything -> into random head shot deflect
Jedi/Sith: ??? -> into insta-swing
If you want to say faking grip into push is smart play, then you cannot say using Westars and flame thrower isn't.
You may want to say that some of these outcomes can be avoided if the gunner played better. That is true. But by the same token the Jedi can avoid the Westar and flame thrower situation if he simply realises the two big glowing red lights stuck to the end of each pistol. That is the only telegraphed cue the Jedi needs to make the decision 'I should just run back'. Not, 'I should try pushing', or, 'I should try swinging'.