So I know something like this would take a long time to implement or add but I think most of the skills either need either changing or revamping. I happened to go onto the highest ranked swr mud earlier today to just take a peek at their stuff and was surprised that each class has something unique for them that was past lvl 120 besides leadership which they seemed to kinda dump. I also copied their skill list and force power list to have as a reference.
Combat had advancement passive skills for each weapon class with a mastery available for all besides vibroblades which was reserved for bounty hunters. Pilots lose bombard but gain the ability to dodge incoming lasers from enemies and a skill to avoid incoming missiles. Engineers gain a lot even the ability to make battle droids and ships at high levels. BH gets better unarmed combat to go with an additional form of sneak attack with ambush. Smugglers were able to refine spice (makes more sense in my opinion but to each there own) and got a ability to take things without being noticed if unattended. Slicers could set security on accounts so harder to steal that way. All in all there was a huge amount of difference in how a class could each be played while things to actually look for at high level, without getting all the skills simply by selecting the proper race to give you 95-100 levels in a class
Or another option could be something along the lines of Subclass, was something I remember from a long time ago but could add a little mix into a character. Something like either making something 25% better by focusing on it being a weapon or armor might not seem like a lot but giving players the option to add a extra layer onto their character as not each character would be the same
I do like these ideas, some of which are already planned(engy ships, mostly done, actually). I also like the idea of subclasses(having implemented them on SWSR before), which I was thinking about for Force, but maybe we can do it for other classes as well.
At SWSR, we had Combat -> (Leader, Heavy Weapons Specialist, Bounty Hunting), Pilot -> (Fighter Pilot, Ship Captain), Engineer -> (Armorsmith, Weaponsmith, etc), Criminal -> (Smuggler, Pirate, Slicer), Academic -> (Medic, Politician).
Implementation is not all that hard. The real difficulty is the migration of current characters to the new system.