Well, consider this to be my last ditch attempt to explain why I think a full Galaxy map is not as good as it may seem.
1) Navy. Let's be honest - Star Wars pretty much equals space combat. I'd understand making star maps in Victoria or HoI mods, where we got a full-fledged naval system, with numerous ship types, complex naval combat tand stuff. All we got in CK2 are ferries, which can't even engage one another. Having a star map without an opportunity to perform actions like orbital bombardments, blockades and so on wouldn't serve the atmosphere well.
2) Which planets to include? Star Wars galaxy consists of at least 2-3 thousands of planets. Surely, most of them are cameos or of little importance (like Anoat or Fornax), but still we have at least a hundred that should be included. I'm afraid that would make the map insanely hard to read. On the other hand, limiting the amount of planets to several dozens would make the Galaxy look riddiculously small - anyone played Empire at War in here?
3) How are the planets supposed to be represented? Making all of them single provinces wouldn't make much sense during warfare - you can't just conquer the planet in one assault, despite what SW films show (Still, keep in mind that film-depicted invasions are quite specific - Hoth was a single base on a desolate planet, Naboo surrendered without puttin up a fight and Geonosis was more of a raid than a full-scale invasion. Perhaps the only think I like about Clone Wars series is that they show that conquering a planet is a tiresome and time consuming stuff). If they are to be divided into several provinces, then they'd have to look like pie charts (unless there is a way to make landlocked provinces that are still accessable via sea).
In case anyone accused me of non-constructive criticism - here are my proposals:
1) If we limit the mod to one planet, we can explain the lack of naval combat easily, blaming it on SW convention - the only naval forces I've seen in SW were a bunch of comics showing Imperial hovercraft made on AT-AT chassis.
2) Using a single planet relieves us from worrying about which planets to include/exclude in the scenario. Plus, this allows us to be much more flexible in choosing which alien races are supposed to appear and so on.
3) Storyline. I think the best place in time to put the mod's story would be somewhere around 800 years BBY - far enough from both the Knights of the Old Republic and prequels' timelines for us not to disturb the canon. From what I know, there are no novels or comics dealing with this period, so we can move quite freely when it comes to names, characters and so on. As of justifying why the mod is limited to one planet, I'd propose the following:
Around 815 BBY, the Republic scout fleet has discovered a previously unknown nebula beyond the Outer Rim territories. Any attempts to examine this new discovery failed, due to a powerful electromagnetic field pulsating from the nebula, effictively jamming all sensors, communications and disrupting other electronic systems of the research craft. The discovery was largely ignored by the Senate and Navy - the only party that has shown some interest was the Jedi Order. Meditating on the discovery, one member of the Jedi Council felt a strong disturbances in the Force, coming from the mysterious nebula's direction. The Jedi mounted an expedition on their own, hoping the Force would guide them where the machines can't.
Upon entiring the nebula the ship's system went completely blank, forcing the expedition to drift in the gaseous cloud. Strangely, the electromagnetic pulsation disrupted even the Force, effectively cutting the Jedis out of the rest of the Galaxy. After several month of drifting, they reached the centre of the nebula. There they discovered a lone, dying star - possibly a remnant of a nova - orbited by several small planets. Curiously, they could feel the lifeforms living on the largest of them. Sentinet ones...
So, the base assumptions are:
-> The nebula prevents all communication with the outside world. Ships may enter (which can be represented by random events about a craft crash landing on the planet), but there is no way to call for help
-> The electromagnetic radiation disables navigation computers, engines and stuff. Basically, there is no way out of the planet.
-> The planet may be inhibited by some made-up race, or by descendants of previous castaways. This way we can include numerous other races (Twi'leks, Rodians, Zabraks, Chiss perhaps?), as well as members of different Force traditions, cultures and so on. Mandalorians? Sure thing.
-> This way we could have members of different Sith creeds as well, despite the Rule of Two already being enforced by Darth Bane. Plus possible mutations. Same goes for the Jedi and other Force traditions - they may be members of castaways from some forgotten expeditions.
4) The feudal system. Well, we have to somehow adapt it - even if we remove all de jure kingdoms and empires, there'd still be baronies. Here is what I propose:
-> Some cultures as well enough still use some mutation of the feudal system - all in all, in SW we have count Dooku.
-> Non-feudal cultures may use military hierarchy - with titles being, for example lieutenant (baron) // commader (count) // warlord (duke) // general (king) // supreme commander (emperor). Being a castaway on an alien planet is a fine time to organise - and military organisation is so far the most efficient one, IMHO.

-> Baronies may become military outposts, cities may remain as towns, and bishoprics may become research facilities
-> Inheritance doesn't really seem much out of place in SW - all in all let's be honest - who's going to be the new Grand Master when Lucas finally decides to kill Luke off? I bet on Ben.
OK, that'd be all. Signing off
