It should always be EASIER to kill the early/mid level bosses 'later on' and often it isn't.
People put a lot of challenges into a game and that's good but sometimes the most fun of your life is coming back to the neighborhood where a block bully made you sweat too much of your childhood and _Kicking The Living Crap_ out of him.
Not very 'Jedi' minded but it is true and so whether with new weapons or new abilities or just a simple understanding (an AI key behavior for instance) of how you did so the first time it should be as much reward as new-struggle to beat respawned bosses.
It would also help if they were at least differently skinned (markings/clothing/armament etc.)
There should also be instances where you are NOT rewarded for going at it again and one of the best would be having say TWO ATST or ATAT type walkers to face off against where the enemy walkers use team work (shooting you off their legs for instance or moving around your sabre blocking arc) so that you 'know better this time', from the hard time you had last, than to try at all.
That is one of the most bothersome things about the game and indeed the myth, realworld Military tactics win by cooperative team play and crosscovered firepower.
The Imps simply don't do that.
If there was a girder running across over an ATST bay with 20-50 (mechanic, driver, MPs, not just generic soldiers but differently uniformed/equipped _support troops_) men and five Walkers in it, at least two with hatch-open crews running 'systems checks', would you choose the big red-X vacuum rated armor doors leading straight into the bay or would you look for a way to go up and take advantage of the free catwalk?