Deck Module Theory : Base modules are the Bling
One question I was asked early on was why 22 cards in the Base Module, why not 20 with leader modules being 30. My answer was 'more base representation', but I guess I didn't really explain what that meant. My success with the module system is in large part because the base modules themselves provide so much consistency and impact to a deck. While the leader modules tend to be thematic, gimmicky, and built at a time frame within the release of sets (usually based on the set the leader was released in); the base modules for me represent the best 22 cards in all of SW:U that the base's aspect can support. Usually. Sometimes. In my games it felt better to have 22 cards than 20.
So my Command base modules will probably always have a Seasoned Fleet Admiral. Every Vigilance base module will probably have Nimble Prowess. I might always play Nabat Village if I play a Cunning Base, unless I need the Force. The Base Module is the foundation by which the rest of the deck can function regardless of what you're doing. Having 2 extra cards for powerful stuff seemed smart.
Obviously Synergies also play a factor. There's actually thought put into which modules to play with. I had one friend just grab 2 random modules and a base without looking and got to play Asajj Ventress (5) and Dedra with a Vigilance Force Base. Complained about a lack of Force units. Orly.
It's these synergies that have convinced me to make several Base iterations. I'll probably end up making sideboards including heroism/villainy so you can specialize more with the leaders you choose. I still got ideas. And the cards they keep releasing, feels like it leans into this module system, to allow me easy access to try different things without sacrificing viability. So far.....