I don't think this game uses enough dice. Seriously though, while I understand why they're being used, I think the sheer quantity, and varieties required are a real barrier to entry. There will need to be 36 to design the map, 36 of a different color for the Empire, 36 of yet another for the Rebels, and it would probably be helpful to have at least 6 of yet another two colors for each player to roll in combat, so it's not just 96 dice, but specific quantities across about 5 colors/designs. I think that the sole usage of dice as pieces is likely to make this an absolute trick to read what's going on at a glance as well. The movement system is also a bit finicky, and I'm not sure why it doesn't specify that a fleet can move between any number of stars so long as the total distance is 4" or less, instead of a specific limit of 2 stars 2" or less.
The generational weariness tracker is an interesting wrinkle, and probably where this game fits closest to the theme, particularly coupled with the notion of the Rebellion respawning. It's clearly a failure gradient with real victory more a question of endurance rather than winning specific battles, though I'm not sure how tightly it otherwise matches. The distinctions in how the two factions generate units and the unique resource should also give this thing some legs once players have managed to gather up enough dice. Bonus points for correct usage of the singular 'die' instead of just calling it a 'dice' though.