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(+1)

If you had a game where vehicles were important (equally as important as characters) thoughts on how'd you work them into the mechanics? Feels off to just shoe-horn them into Backpack/Equipment. It is tempting to elevate them up as a full "character" but then co-mingling their attributes feels wonky (e.g. piloting check - factoring in both the pilot occupation and a fast (talent) vehicle in a chase sequence.)

Huh, interesting!
If they are as important as characters, my first impulse is to create them as characters and use the "Aid" rule in situations like the one you described. And you might also have the chance to have them as protagonists in another scene as well. 

(+1)

Well it is a late reply but I thought it worth sharing: having playtested a bit I think the following is workable as a general purpose outline of how one can extend mole.mole without adding too much complexity. 

Vehicles have an Agility rating (1-3) that grant the piloting character the equivalent number of rerolls for a check. In my games Agility was the most important factor in whether I felt a PC should get some kind of bonus to their actions based on the quality of the vehicle. Just setting position alone was not quite capturing the nuance of vehicle engagements.

Vehicles have a Role such as "fighter", "transport", etc. Mostly used for the fiction (setting position, thinking about obstacles, determining complications, etc.)

Vehicles have 4-6 Strain (4-Small, 5-Medium, 6-Large) which is used to track damage but can also be spent like Drive to access a Vehicle's Stunts via their Talent. (I think calling an attribute Drive for a Vehicle is confusing hence the rename.) 

Vehicle Talents are:

  1.  Mobile (fast, agile, all-terrain, etc.)
  2.  Armored (heavy armor, shielded, etc.)
  3.  Weaponized (bristling with multiple weapon systems)
  4.  Versatile (can be reconfigured or perform more than one type of job)
  5. Carrier (transports people, cargo, or other types of vehicles)
  6. Smart (magically enhanced, advanced sensors, AI companion, etc.)

Vehicles don't need to posses the Armored or Weaponized Talent to have these things but it just means they have the basic type of thing they would have for their Role. Having one of those Talents means they have a particularly amazing variant of them. Some basic Vehicles may not have a Talent, use your judgment.

Vehicles in play may be grouped together for bookkeeping and story reasons. If you are being attacked by a group of similarly built light starfighters just treat them like one entity that attacks and operates together and assign them a Strain equal to their numbers. A flight of 4 starfighters has 4 Strain.

Players should question whether particularly large Vehicles should even be created using this system. The galaxy's largest moon-sized battle station is not going to use this system. This is for games where ship-to-ship combat or frequent chases are occurring and you want to provide a little bit of structure for your play.

All of this is intended to keep the focus on the PC(s) controlling the vehicle rather than spotlight vehicles but some settings I think need the additional flavor. 

I'm glad you reported back!

I think your solution works great (I'm really curious to hear a report of this game, this setting is intriguing!), and that was a clever rename of Drive.

The six reskinned talents look solid, and I can see some very flavorful car Stunts coming up in play derived from them. This is so good!