Wow! Great question.
Basically, I'd approach it in an EJ-C way
(electronic journal of combinatorics);
so, i'd transliterate your question as:
"If the game were more NP-Complete, what would happen to the constraints on particular moves for a given set of maps"
and "what if those maps array were also nearing NP-Completeness?"
So, we could make a few charts, average the number of squares for the set,
iterate out all the possible moves (order is important, and theres quite a few illegal moves to sort hehe).
Long story short, by back of envelope,
there's still 10^2-300 moves possible with the given pieces even only from Rebel Storm to say RotS only,
and with only the maps available then.
Thats when the fun begins, in trying to determine the optimal squad configurations for the 100 or 200pt constraints...
It still looks like, from back of envelope,
the Republic, and Rebels would be strong factions if the limit was set at Clone Strike with up-to clone strike maps.
RotS shifts things a little, and Imperials and Seps become viable. San Hill and Wat Tambor v1, backbones of the pre-TCW set/preVSET meta.
There'd also be a lot less swarm-squad builds, and higher average point cost.
I'm thinking that would also mean a defacto cap on activations, until more reserves pieces such as Lobot v1 etc came in.
This in turn would probably alter average run time.
There are fewer Hobsons' Choice pieces - pieces which are auto-include to be viable,
however, there is also a greater risk of 'mismatch NPE", due to the previously mentioned biases some factions had for a while
notably R2 in rebels or Republic with Override...
The game also switches from auto-damage abilities,
to attacks,
which make the atk and def values much more important.
I look forward to seeing what others reflect on this excellent question also
- thanks for asking a great hypothetical corelliancomedian