I’m a player, and we played through Escape from Mos Shuuta and Long arm of the Hutt a while ago. Some of these I cannot answer, as I have not read the adventures, but I can reply from a players perspective at least. But our GM might have altered or removed parts.
Play time: Escape from Mos Shuuta took us two sessions, three to four hours each. Mind you, we play via Roll20 and two of us (out of three players+one GM) never played via Roll20 before. And two had never played FFGs Star Wars RPG, while me and the GM has played a coulple of sessions with another group and had a better grasp of the rules. We’re all seasoned gamers and rollplayers though.
Long arm of the Hutt took us seven or eight sessions, of similar length. As a gaming group we’re generally slow and want to explore “everything”, play out scenes that might have been resolved by one or two dice rolls and also pursue our characters individual goals and interests. So other groups might get through these adventures much faster.
We didn’t use the pre-gens, and they were not incorporated at all by our GM. We knew we wanted to play a longer campaign, and all players agreed it would be more fun to create our own characters for the game.
As players we read through some of the pre-gen characters background just to get a feel for how our back stories could look to fit with the adventure. So we used the pre-gens as inspiration at least.
I don’t know anything about the Twi’lek angle. Our GM might have dropped, changed or re-written a part.
We had some scuffles with bounty hunters, and we got a bounty obligation as a group.
The social scene on Geonosis was one of the best sessions during the adventures. We spent like one and a half session at the party. We got the information we needed almost instantly from the Geonosian (I’ve forgotten the name) but stayed at the party and talked to almost everyone. Engaged in some drinking and games etc. Good times.
We infiltrated Teemus palace and while we dug up some dirt on him, we decided to go in guns blazing. We freed some gladiators to help us, and in the end we shot the chandelier above Teemu and he was killed.
During Escape from Mos Shuuta and Long arm of the Hutt we didn’t roll obligation. The GM felt the adventures were fast paced and didn’t leave time to get interesting obligation results. So we didn’t roll.
After these adventures we’ve played through Trouble Brewing (from the EotE Core rulebook) and now we’re just starting Beyond the Rim.
My advice (again from a players perspective) would probably be to do something where a social character could shine in Escape from Mos Shuuta. I know it’s a beginner adventure so it’s probably focused on action, but if I was GM I’d put in some encounter were social skills would be the focus.
As a group, while creating characters, we picked the Wayfarer transport as our ship, so our GM made the Krayt Fang a Wayfarer instead.