Fixed Armor Value
I have never liked that your wound resistance is your Strength plus your Armor. Armor should have the same value no matter who is wearing it. So, the damage resistance is going to be just armor, but since the old roll was Strength plus Armor and 2D Strength is average, we're going to add 2D to all armor values to compensate. So, Stormtrooper armor becomes 4D Physical and 3D Energy regardless of the wearing character's Strength. BUT we are also going to make it a fixed value of 3.5 times the dice, rounded down, to eliminate a roll and speed things up. That makes Stormtrooper armor 14 versus Physical and 10 versus Energy. Armor with pips (such as 1D+1) adds the pips to the value. Armor with a 1D+1 value becomes 11 (1D+1 plus 2D becomes 3D+1. 3D times 3.5 is 10.5, round down to 10, then add the +1 for 11). If the damage roll is lower than the Armor Resistance value, no damage. If higher, we're going to use a slightly modified chart:
Roll exceeds by: Result
1-3 Stunned for one round (-1d6 to all rolls)
5-6 One Wound and stunned for one round
7-9 Two wounds and stunned for one round
10-12 Three wounds and stunned for one round
13+ Four wounds and stunned for one round
Armor Value (old) Armor Value (new)
+1d6 10
+2d6 14
+3d6 17
+4d6 21

Pips (ie; +1, +2) add their value. 1d6+1 becomes 11.

If you're not wearing armor, your Resistance is equal to your Strength value, not a roll. So 2D is 2! Partial modifiers (+1, or +2) round down, so are ignored.

Stun damage uses the same system, but every point of damage rolled over your resistance is one round of unconsciousness.

NOTE- Stamina rules instead?

EDIT- "Reality" check: An average stormtrooper has 2D Strength and has 10 Armor points. Han Solo shoots him with his Heavy Blaster Pistol (5d6 damage). An average roll would be 17-18 points of damage (17.5). The stormtrooper takes 7-8 points of damage, which would be two wounds, checking off his two wound boxes. That would knock him down as stunned for one round and Wounded twice, giving him a -2D penalty to any actions. If Solo rolled a 20-22, the stormtrooper would have exceeded his hits by one and been Incapacitated and he would pass out. He might be able to wake up in 10D rounds. If Solo had gotten a 23+, he would have dealt four wounds, taking the stormtrooper to Mortally Wounded. If Solo had made a called shot to hit the trooper in a weak spot, then even his average damage roll would jump up to four wounds.

This allows the rules to better reproduce the fights in the movies where stormtroopers get one-shotted all the time.

Edit 2- I realized this system works well if everyone is wearing armor, but unarmored people could get slaughtered. If someone is hit by a heavy blaster pistol and the shooter rolls a 17 and the target has 3D Strength, they take 14 points or four wounds! Now, in the shows, main characters rarely get hit. Players have two choices; they can spend points to raise their dodge and not get hit, and if they do get hit, they can spend points to soak damage. Each point spent reduces damage by one wound, but not below one wound. Of course, that is a HEAVY blaster pistol, so getting knocked down is to be expected. Shooting unarmored people with big guns generally knocks them down in most systems.