So let's talk mechanics.
This quest will be using the Fate system or at least a simplified version of it. The core of the system are
Aspects. Aspects are things, relationships and conditions who are narratively important. They can be anything: Being a Jedi is an Aspect, having a short temper is an Aspect, being able to hide one's presence from the Force is an Aspect if it's a core definition of your character (Hi Sidious). Basically, Aspects are how you would describe the character in one sentence.
To give examples from canon Star Wars, Darth Vader could have the Aspect: I am more machine than man, Maul: I hate Obi Wan Kenobi, Leia: My thoughts cannot be read. Still Aspects are a double-edged thing in most cases and relate to Fate points. You have a pool of Fate points and you can use them to impose Aspects on a situation. Darth Vader by instance could use "I am more machine than man" to continue to fight while his hand is chopped off as after all he doesn't feel pain from the loss. Aspects can also be compelled, which enable me to force you to either spend a Fate Point or choose a course of action. By instance I could impose on Darth Vader's player to either accept to be deactivated by an EMP for a time, or spend a Fate point to power through using the Dark Side.
Anakin has two preset Aspects:
Former Slave reflecting his upbringing in Tatooine which has advantages (speak four languages, is a better mechanic at 9 than most adults…) but also flaws (has holes in his knowledge, is triggered by the sight of slaves, refuses to deal peacefully with slavers).
Prodigal Podracer reflecting his piloting skills which again has clear advantages (very good pilot, minor fame in the Outer Rim) and flaws (refuses orders in the air, thinks he is the best). Another Aspect is what you are voting on: Your Teacher.
Skills are rather simple, they represent what your character can do. They are rated from 0 to +8. When you roll a skill you use fudge dice (with three faces +, ,) so you if you roll for a skill where you have 0 you can have a result between -4 (absolutely terrible) to +4 (great). You can notice that means that if you have a skill at 5 you will succeed at least a little most of the time. I'm basing my skill list on the Star Wars Fate edition (
https://libskia.so/pub/Star-Wars-Fate-Edition.pdf)
Anakin will begin with
Mechanics (+4): The guy built a protocol droid from scratch after all
Piloting (+3): Luck is pretty good and practice will make it perfect
Athletics (+3): Pretty dextrous
Notice (+2): Good instincts
Fight (+2): Growing up in Mos Espa + basic training by your master
Force: (+2): Untrained but strong
Last we will have
Stunts who are skills who are more specific. By instance your Force skill will cover most usage of the Force but you can develop other abilities. Qunlan Vos can use Psychometry to divine what items were used for. Oppo Rancisis know Battle Meditation which enables him to use his social Skills to influence battles and so on and so on.
Your beginning Stunts are
Hand me that Hydrospanner: You can use Mechanics even in the absence of proper tools if you succeed a role (you either use improvised tools or had something adequate in your pocket the whole time)
Skywalker: You gain +2 to piloting rolls if the action is used to overcome a Scene Aspect in a space battle.