I feel like there's a communication barrier here. To me it sounds like one side is asking for more immersion and the other side is worried that more immersion is less hostile. I think Eiderman's on the right track for sort of marrying the two together so I want to expand on that a bit with some ideas.
First, "...even rumors of FS is enough." - don't disagree with this? But it sounds like some of this rumor stuff is a bit ridiculous to the point of feeling like magic and so making some improvements to how a rumor gets brought up and reported in behind the scenes NPC logic isn't necessarily a bad thing and doesn't automatically make things easier. So, as a solution proposal, how about a chance encounter wherein, like with foraging, while in the wild a named NPC can appear and begin fleeing while screaming about a jedi. Maybe give the target player like 5 seconds to react to this or they call it in on a comm.
Two possible outcomes:
- The jedi player attacks the NPC. No immediate increase to their exposure, but once they return to with 100m of a town or starport the report gets called in by some investigators who suspect them and they get a normal visibility increase
- The jedi player ignores or is unable to catch the NPC in time. The report gets called in and the jedi player immediately gets that visibility increase and maybe a little extra (1.5x?) because the NPC was able to positively ID them.
Some system like this can help in that it allows for a visibility report to come in anywhere at any time in a way that doesn't feel weird or random. The player is given a chance to mitigate some of it, but it's not entirely avoidable. It is not an every time occurrence, but it's enough that there is always a danger. Something like this allows for a more immersive environment while not reducing the dangers presented to being a jedi in this "hostile world."
Second, "...Jedi are enemies of the state," this is true, but not everyone is for the state. For example, the Rebel Alliance appears to be opposed to the state. That doesn't mean that they are necessarily pro-jedi, but I can't imagine Princess Leia calling up Darth Vader to report a Jedi. So, this system needs some refinement, maybe.
I think this can be done with some fun math and with the help of the reputation system. Additionally, some other small things like the report going in to a bounty hunter group rather than the empire direct. That way it feels a little less odd to call in the empire. And then an imperial agent might report up the chain regarding interesting bounties on mysterious jedis on the bounty boards for immersion behind the scenes, I don't know, this part isn't all that important. I don't doubt the empire could get relatively public information.
But for the math side, the important side, I think it might make sense that all NPCs have a hidden stat that is something like "likeliness to report," which then adds an interesting layer that can be combined with the reputation system.
If a townsperson sees a jedi, for example, then a calculation would be made. Let's say this townsperson is 50% chance of reporting a jedi, just off the bat. So they might call it in, they might not. We can see that as a total mystery as to whether or not they obey the law as a person. But then, say this player has high townsperson standing. So, maybe the likeliness to report goes down. Maybe now it's a 30% chance because this townsperson knows that this jedi is a helper to townspeople. Or say the player has high thug faction standing and low townsperson. Maybe that likeliness shoots up to 90%.
It's not all that complex, but it's a bit more interesting than just "always all the time" and this helps with things like a camp junk dealer. If they report, it can be inferred that they harboured ill-will towards a jedi and if not well maybe they don't care all that much or have a history. I mean we can't know EVERYTHING but it adds a bit of room to have imagination while not removing dangers and making the world feel less static.
It makes sense for the world to be hostile, but I think it also makes sense for the world to feel more alive and follow a logical pattern in presenting that hostility.