Will try and explain grouping.
When you look at other players with the radial button, one option is to invite them to a group (unless they are already in another group). If someone invites you, you get a pop up window on your screen giving you a yes or no option to join the group. You remove yourself from a group by typing /disband. Eight playersconstitute the maximumgroup size now. The 'group leader' has to invite players to join the group. Everyone in a group can go to the mission terminals and pick missions individually, just like solo, but the mission level is based on the group level. So even if your level is in the 50's, if you grouped with 2 or 3 level 80 rifleman, you will get to pick level 78-82 missions. A group of 8 could therefore have 16 missions, if you can keep 8 people together that long. When a group completes a mission, everyone in the group (within a certain range) gets the full mission payout (like group sizes of 8, this was not the case before the CU). Scouts and rangers get harvesting bonuses in groups.
You can set up a chat channel for group chat to facilitate communication. And if you hit a creature one time, and the other group members do 99.9 % of the work of killing the creature,everyone gets100 % of the weapon and combat experience. So when you are at low levels, and the level 80 folks are dropping level 80 pikets with ease, your experience accumulates fast! The other thing is that creatures target whoever does the most damage, so that if you attack only after the level 80 folks, you are not likely to get incapped or need healing much, unless they aggro those pikets and don't pull one at a time properly (or you mess up and draw the aggo, don't mess with the lair too soon). If you form groups in the starting cities, mos eisly and theed for example, those mission terminals never go above level 15. I believe that was a deliberate design decision to keep vets from having level 80 lairs in what was supposed to be a 'safe' neighborhood for new players.
The combat upgrade really emphasizes grouping. (I still think this over emphasis on grouping, some call if forced grouping, was a mistake. Not so much for the grouping bonuses, but for the handicaps on players who want or need to work solo, such as when it's odd hours on the server and they can't find a group.)
My opinion is that ranged weaponry is now the favored combat arm. Melee took hits in the combat upgrade. Master rifleman seems to be the damage dealer that swords used to be. But this game lets you change whenever you want.
The option to cancel your account is under the register expansion selection on one of the loading screens.
Welcome to the game. Hope you can find what you are seeking.