ATTENTION, SOME MINOR ORIGIN STORY RELATED SPOILERS AHEAD
So, I've been playing this game for a while. And I noticed some really....illogical moments. As a powerful sith lord you don't have any power base, as a smuggler you don't do smuggling and so on. You're basically a one-man-army-go-there-and-complete-the-mission guy. Though there are many ways to make your story unique. Here are few examples of what I mean:
1. Sith Inquisitor. As a sith inquisitor you get your own cult and even a power base, which is very nice and immersive. But then again, just a few quests later everyone acts like you don't have anything but your ship and companions. Why not making a new mechanic out of it? For example, you can make player's stronghold a "base of operations" for each character. As a Sith Inquisitor you can send your cultists or members of your power base to different missions across the galaxy, to help the empire or yourself. You can teach your cultists and pick new apprentices, making them more powerful with time. When you send them on missions, there is a chance of failure, and if that happens, they send a distress call to you and you can decide - whether you go and save them yourself (completing a short mission and making it a 100% success) or sending more of your minions (which will make this mission automatic, but with a certain chance of failure, resulting in few deaths of your men). With time and training through dialogues they grow stronger - starting as Weak Mobs and all the way to Champion Mobs. Completing these missions will get you a bit of creds, but you'll also have to pay some to start the mission. Fuel, ammunition, food for your crew and so on. But not much, a thousand or two. It won't break economy, but will be very immersive. With some time passing you get more decos for your "base" to make more difficult missions available and making more space to recruit more men. And so on.
2. Sith Warrior. Basically the same as above. But you get to train your apprentices, sending them killing jedis or looking for powerful ancient relics to make yourself more powerful. Mechanics here are the same.
3. Smuggler. You get your own smuggling crew! And they...smuggle! What a surprise. Sometimes they get caught and you need to go and help them, or just pay few thousands of credits to bribe officials and make the rescue mission a 100% chance success. They smuggle, and bring you some creds. Simple.
4. Republic Trooper. You train your own elite squad of soldiers! And they do "very difficult missions" across the galaxy hitting the Empire where it hurts. Sometimes you have to come and help them. Or send more of your men instead.
5. Jedi Consular\Knight. You train your jedis the way you see fit. You can even turn them to Darkness if you wish! Making it your tiny little cult! Sounds interesting, isn't it?
6. Agent. You establish your little spy agency! Recruiting and training spies, sending them on dangerous covert operations against the republic. Sometimes you have to come and save them too.
These are just examples. It is possible to make WAY more than that, making each class truly unique and way more fun to play.