Honestly, I’ve been thinking a lot about the ride and it’s successes and weaknesses in general (and not for more selective riders like you’d find here) and I came away with a few thoughts.
1. The gunner and engineer roles, in a vacuum, are designed well. They give just enough to do and can visualize their successes on the screen, and really seem to be designed for riders who want to enjoy the experience without taking a role that could hamper the experience for others. This especially, in a vacuum again, seems like perfect roles for small children who would excel at the “Simon Says” nature of pushing the lit buttons. The big problem is that the pilot positions also exist, and by their very nature would be the most coveted, especially for younger riders. Thus, you end up with smartly-designed roles that are critically undone by another role that is more sought-after.
2. The movement, in general, seems fine? It certainly isn’t Indiana Jones, but in a small ride vehicle on a ride designed to be as all-ages as possible, the movement probably could not be more than what it is. I personally think the movement could stand to be more intense, but in general it’s probably fine.
3. One of the biggest problems of the entire experience has nothing to do with the ride itself, but the line. Think about the line for Star Tours: the first room has character (C3PO and R2D2), and activity (both fixing the Starspeeder 1000/3000 and the constantly rotating tourist ads/departure/arrival/weather board). The second room features more movement and eye catchers with the multiple droids and view window with characters walking by. Compare that to the Falcon line: the first room is incredibly lifeless, with the engine in the center occasionally doing something, and the radio occasionally spouting off some banter that doesn’t advance the ride story in any meaningful way. It definitely improves in the Hondo AA room, but goes right back to disappointing in the chess room, which is more of a sign that they should have done a Falcon walkthrough than a Falcon ride. Some of this is fixable (the hanger bay desperately needs this fixing) but it speaks to an understanding of what makes a theme park ride work. The classics like Star Tours, Indiana Jones, Splash Mountain, all build anticipation through the queue for the upcoming ride, while only one room on Falcon does that.
4. As for the ride itself, the biggest issue is the story. Corellia just sucks, plain and simple. Stealing coaxium isn’t nearly as thrilling as Imagineers expected it to be, and on some level I kind of expect this was their first pass at a workable story to have something ready for opening. As I’ve stated prior, one of the best fixes they could possibly do is change the story of the ride once RotR opens to put you in the space battle for that ride. It’s give the general public an experience closer to what they actually want (fly Falcon in space battle against Empire).