Well i'd like to remind you if this is a KOTOR set game, then Jedi aren't super rare- this would be the heyday during the beginnings of the republic when Jedi were generals fighting the Sith. Furthermore, MOST Jedi aren't super l337 Warriors who pwn everything- Remember they got mowed down like mooks in Episode 2.
Obviously though, when you add jedi to the mix you have a problem. The Jedi issue was one of the things that killed Star Wars Online. I have a few suggestions i'd love to provide to any Bioware spys that might be in the Audience.
1. No one starts out as a Jedi. Characters should start out as "Force Sensitives". The Force Sensitive class should be a buffer/aura class similar to a D2 Paladin. They use their, as of yet unrefined connection to the force to affect the minds and actions of those around them, as well as themselves. Remember in Episode One, Anakin was purported to have supernatural reaction time because he could SEE things before they happened- this was before he ever recieved any training. Force Sensitive could have middling combat skills and buff powers and auras to boost the accuracy, attack speed, regeneration rates, etc of others around them through subtle force manpulation powers. Basic powers like Push, Pull, Speed, and Sight are acceptable.
2. Make all the other classes interesting. Personally I would suggest a "Branching" Class selection similar to SWO or Tabula Rasa- perhaps you start out as a Soldier or a Scoundrel. A Soldier could advance to become a Myrmidon (look it up) or a Commando. A Scoundrel could advance to become an Assasin or a Commando. Oh u see whut I did thar? Overlapping Class selections allow for widely varied characters, especially if you give each class passive abilities and multiple skill tree's. A Soldier/Commando would be different from a Rogue/Commando, as would ANOTHER Soldier/Commando specialized in different area's. The Combination variability is almost limitless, and while that could make balance a Nightmare no one ever won awards for going the safe route. Your Bioware, I expect you have the balls for the challenge.
3. Interesting Space Combat/Guild Territories. IGN actually had an article about this, their wishlist included Guild held space stations (reasoning a whole planet might be a bit much). This is a great idea. Space exploration is a huge part of the game, I would suggest allowing people to build guild stations on Vacant asteroids or something, perhaps providing passive bonus's to that Hall due to location (A Station inside an Asteroid Belt is easier to defend, a Station near a sun gets free solar power, etc)
4. Create a compelling story/struggle. Every MMORPG is the tale of some highnonnynowar, Star Wars probably won't be any different. However in the Vast starwars universe, being able to waste a thousand stormtroopers and not actually make a dent in the enemy requires less of a suspension of disbelief. I suggest 3 factions, The Republic, The Sith, and the Galactic Mafia/Syndicate Analog (you know, like Darksun).
I love this dream design stuff, give me a few and i'll come up with a complete class chart wishlist.