Old republic has kind of been neglected for a while. These kits could work with existing old republic characters and/or stand as their own squad. Please leave comments and suggestions.
Republic vanguard - light side, tank, old republic
Unstoppable, basic - deal physical damage to target enemy and recover health equal to 10% of his defense. If he is taunting, vanguard gains 10% defense, stacking
Expert defensive tactics, special - grant defense up to all allies and evasion up to all allies below max health for 2 turns - cooldown 2
Into fire, special - deal physical damage to target enemy, this attack has bonus offense equal to vanguard's defense. He gains taunt for 2 turns - cooldown 3
Uncanny survival rate, unique - vanguard is immune to buff immunity, shock, and fear. He gains 10% turn meter and recovers 5% health whenever another ally is critically hit.
Republic commando - light side, attacker, old republic
Brutal fire, basic - deal special damage to target enemy and remove half of their turn meter
Advanced assault tactics, special - grant offense up to all allies and critical chance up to all allies with protection for 2 turns - cooldown 2
High-powered hardware, special - deal special damage to target enemy and inflict shock and burning for 2 turns - cooldown 3
Within range, unique - commando's attacks can't be evaded. He has bonus offense equal to his target enemy's turn meter %.
Republic trooper - light side, support, old republic
Versatile armament, basic - deal physical damage to target enemy and inflict a debuff for 2 turns based on their role: attacker, offense down; tank, healing immunity; support/healer, ability block
Coordinated disruption tactics, special - call a random old republic ally to assist, target enemy is inflicted with marked and stun for 1 turn - cooldown 2
Field recon, special - grant all allies tenacity up, potency up, and speed up for 2 turns and inflict vulnerable on target enemy for 2 turns - cooldown 3
Honor, duty, defense of the republic, unique - if there is a single old republic jedi ally active at the start of battle, summon a republic trooper to the ally slot and the jedi calls a random old republic ally to assist when they use an ability. Old republic allies have +10% max protection for every other old republic ally active at the start of battle
Jace Malcom - light side, leader, attacker, old republic
Scars, basic - deal physical damage to target enemy, this attack has additional effects based off of the number of stacks of courage on Jace prior to the attack: 0-5 stacks, don't lose any stacks of courage; 6-10 stacks, gain speed up and critical damage up for 1 turn; 11+ stacks, gain damage immunity for 1 turn
Irregular warfare, special - deal physical damage to all enemies, this attack has +10% critical chance and health steal for every stack of courage on Jace. He gains stealth for 2 turns - cooldown 3
Fires of hope, special - deal physical damage to all enemies and inflict burning which can't be dispelled for as many turns as half of the stacks of courage on Jace - cooldown 4
Supreme Commander of the republic military, leader - old republic allies gain a stack of courage when they damage a burning enemy and gain stealth for 1 turn when they gain 5 stacks of courage. Old republic allies have +10% offense for every stack of courage they have. Old republic allies take reduced damage from max health effects and are immune to offense down. Old republic allies can ignore taunt effects and stealth effects while they themselves are stealthed.
Spark of courage, unique - Jace gains a stack of courage whenever he critically hits an enemy. Jace automatically assists old republic allies when they attack a burning ally while he is stealthed. Stacks of courage do not deal their bonus damage nor are dispelled when Jace uses a special ability
Republic engineer - light side, support, old republic
Overtime, basic - grant 25% turn meter to the ally with the lowest turn meter and they recover 25% protection
Experimental tactics, special - call all debuffed allies to assist dealing 25% less damage. These assisting allies then have their debuffs dispelled - cooldown 2
Prototype, special - target ally gains protection recovery 25% and heal over time 25% for 2 turns. Once these buffs are dispelled or expire, that ally gains retribution for 2 turns - cooldown 3
Military developer, unique - old republic allies gain 5% defense when they are critically hit. Old republic allies gain 5% potency when they resist a debuff. Old republic allies gain 5% tenacity when an enemy resists their debuff. If republic engineer has no allies at the start of a turn, he escapes from battle