Okay, how about this: as someone who has played the Skybuck squad (Yobuck, GenSky, Dash/Rex, Panaka) a lot and with good success (dozens of wins, and a Top 8 at Gencon), I'll tell you that once Skybuck out-activates the opposition, it's game-over. The range and damage-output of that squad vs a squad with less activations is just over the top.
Some basic options when Skybuck outactivates the opponent's squad:
--Run Yoda 26 at the end of the round and eliminate all fodder; stay deep in enemy territory if it's safe, or else swap out, leaving a Brute behind. Next round, the enemy is out-activated even further, and all of the Republic pieces are sitting pretty.
--With the previous scenario, drop Dash/Rex in Yoda's place, and have them quad-attack before moving to safety; now your opponent is severely flanked and vulnerable.
--Run Yoda 16 to put 60dmg on a significant piece, swap Dash/Rex in for the kill. If you win init, you can either run them back to safety or make another kill; if you lose init, you've traded a 28/33 pt piece for something far more important. Yobuck is still at full health and can do 60dmg to something else next round, followed by Anakin to finish. In this way, your opponent loses a significant piece each round, and there's nothing he can do about it.
I hope you can see that, if you add tempo control to the Republic, they become far more powerful than they've ever been.
People aren't giving knee-jerk reactions to your proposal...they're rejecting your proposal for very good reasons.
EDIT: What Tim said!
[we were typing at the same time]