From the forums:
"Beast Master Expertise System:
Beast Master will contain several phases and several mini-games that will be available to all players, regardless of profession or level, through a third expertise tree. Initially, players will have to spend an expertise point on the “Incubation” skill, which will give them the ability to set up an Incubator unit in their home or player structure to create their own unique pet. After the Incubator unit is established players can head out into the wild, find a creature, and extract a sample of its DNA core. Once a player has this DNA core material and loads it into their Incubator, they can begin the process of creating their unique pet. By fiddling with a series of settings in the new incubation interface and choosing some optional enhancements, the player is able to customize their pet. Players can make the pet better able to do damage, more defensive, etc. Over a period of time, using this interface, players will acquire more ways to customize their pet through multiple sessions. Once the final session occurs, the player has an option to turn their creation into an egg. These eggs can be hatched for use by the player, or traded to others it if they so desire. Once the pet has been hatched however, it cannot be traded, so it becomes the player’s to raise.
After the pet hatches, it will go through various growth stages as it gains experience with the player. Each stage will cause it to grow and learn more abilities. Through adventuring, players will learn new abilities from wild creatures that they can then teach to their pet, for example, the nasty special attacks of the Dune Kimos. Players will, however, need to ensure their pet stays happy, or it may start being disobedient or wander off. Based on the pet type, it may have a favorite toy, favorite food or a favorite planet.
In addition, we are working to ensure that the pets currently in the inventories of our veteran players will retain their appearances and names. However, the details on how pre-existing pets will be able to be used in combat are still be ironed out, so we encourage you to give us your thoughts and feedback on how you would like to see this system work.
This feature introduces new tools for players who want to run in-game events. In Chapter 6, we will be granting tokens that players can use to drop props, add NPCs, and play effects for atmosphere. The props (single objects that are placed in the game world as either function or form) may be as expansive as a grounded X-Wing, or as simple as a tiki torch, and may have container space that can be used for loot objects and tokens. The NPCs come in two varieties, combat and ambiance. The effects can be a particle effect, music, or sound effect that can be played in an area or attached to an object and can be either immediate or persistent. These items and effects should give players a full set of enhancements for their in-game events.
Rebel Theme Parks:
We will be revisiting the rebel theme park which starts at the hidden rebel base on Corellea. Players will be able to take part in new PvE Rebel content for level ranges 85-90, with brand new quests series’ to complete and badges to earn. Any previous completion of the theme park does not exclude participation in the new quests.
Azure Cabal Quest Series:
New quest content to experience as you work for Loruna Scathe and unlock the secrets of the Azure Cabal. This quest series, available to both Rebel and Imperial players, spans levels 85-90. "
Sounds promising, we'll see how it ends up.