If we're utterly only paying attention to Successes, and treating Triumph as one Success, then we can just write out the dice like this in AnyDice format:
ABIL: d{0, 1, 1, 2, 0, 0, 1, 0}
PROF: d{0, 1, 1, 2, 2, 0, 1, 1, 1, 0, 0, 1}
output 2dABIL named "2x Ability"
output 1dPROF named "1x Profession"
If we produce an at-least graph of the results, we see that 2 Ability dice is a pretty clear winner over 1 Proficiency dice. They have a 75% chance of at least 1 success (vs just 66.66...% chance for 1 Proficiency), a 37.50% chance for at least 2 (vs 16.66...% chance), and from there they just get better with the ability to hit 3 and 4 successes.

Making things far more transparent: 2 Ability dice will equal or exceed 1 Proficiency die 77.08% of the time (see here).
Well, think about it like this, they are running away, and you wish someone on your troop had bought heavy weapons, but they didnt, at least we can try to score a huge success on our attacks and maybe hit some critical component on their ship, right?
Yes, the rules assume that the scale between personal and vehicle is 1:10, each 1 point of hull is about 10 wounds on personal scale, and 1 point of armor on a vehicle is about 10 points on personal scale. That is an optional rule that your table can ignore if you want to.
But assuming the falcon is a regular corellian cruiser (which it isn't), they would have to hit it for about 31 points of damage to be able to even scratch it.
This conversion works fine if you are shooting at speeders or other vehicles with armor 1 or 2, otherwise it becomes almost impossible to damage the vehicle using simple blasters.
Playing on a smugglers game, we had our armor 3 customized yt1000 be damaged for 29 points of damage from a heavy repeating blaster (base 15 damage) operated by a rival trooper. Had he another point of armor piercing or two and extra successes he could have scratched it. But otherwise, you need weapons with the breach quality, like missiles and rockets.
Keep in mind that even if he did a single point of damage, it would be on personal scale, not vehicle, and would represent 1/10 of a hull threshold damage (or hull trauma), but already enough to trigger a critical component failure on a critical hit.
The strongest personal scale weapon i know of is the Verpine Heavy Shatter Rifle, that has 15 base damage and pierce 6, with accurate 2 on top of it, with enough hard points to add an augmented spin barrel. A character with 6 agility and 6 gunnery can easily hit for 12+ successes regularly using it. Having critical 2, it means it only needs 2 advantages to cause a critical hit, which can be reduced to a single advantage with the superior quality.
The Missile Tube has the breach 1 quality (ignoring 1 point of armor) and hits for at least 20 damage (plus successes). While the Flechette Launcher has breach 2 (ignoring 2 points of vehicle armor) and deals 10 damage. But these are explosives and designed to be used against structures or vehicles.
Best Answer
The Short Answer
To move to a specific location within Short Range of an opponent using Force Leap from Medium Range will require the Force Enhance Power, the Horizontal or Vertical Leap Control Upgrade (depending on context), and the Range Upgrade. It can benefit from the Maneuver Control Upgrade. The cost for this leap will be 1 Force Point for the use of the power, and 1 for the Range Upgrade.
Once in Short Range, the character will still need to use 1 Maneuver to Engage their target. They may not simply use Force Leap to Engage the target.
They will be able to Leap from Medium Range to Engaged in one Turn for the cost of 1 Action (Force Leap) and 1 Maneuver (Engage). To also attack in that same turn, they will need to complete their progress in the Control Upgrades associated with Force Leap in the Enhance Force Power tree so that they can perform Force Leap as a Maneuver instead of as an Action.
How to do it:
As explained in Chapter 6: Conflict and Combat, in a normal combat, the character will have 1 Maneuver and 1 Action available. For the cost of Strain (or other explicitly stated means), they may take a second Maneuver.
Under the Move Maneuver in the Maneuvers section of Chapter 6 of the three core books, it states the cost for Engaging or Disengaging an opponent. It specifies directly that this is a cost independent of being in Short Range, and identifies that the use of this Maneuver is intended to represent getting into or out of a position where physical attacks are possible.
There are many ways to close range with an opponent. The use of Force Leap is an awesome one that can not only be cool in the mind's eye, but can serve tactical benefits as well, such as voiding obstacles, cover, and rough terrain, or crossing empty expanses or towering levels of Star Warsian architecture.
If a character has Force Leap, what can they expect to accomplish? They can either close to Engaged and Not Attack, or close to Engaged and Attack depending on their proficiency with the Force Power and the number of Maneuvers they have available in addition to their Action:
Leap Only
A character with the Force Leap Control Upgrade can use 1 Action to leap to any location in Short Range that can be accessed physically by a leap, such as clearing cover. This manifests first as horizontal distance (with enough elevation to clear obstacles), and then in its second Control Upgrade can be vertical distance as well.
What they can accomplish with the Leap in terms of changing proximity to a target or their location is limited to inside the Short Range Band. In all other respects, it will be the same as the next entry, Leap + Range Upgrades Only.
Leap + Range Upgrades only
Without the 'Maneuver' Control Upgrade for Enhance's 'Force Leap' Control Upgrade, a character will be able to close to Short Range with their 1 Action. They will be not be Engaged unless they pay the Maneuver to become so. As their Action has been used they will be unable to attack this turn. This allows leaping from Disengaged and at Medium Range, into Engaged.
Leap + Range + Maneuver Upgrades
If they have the 'Maneuver' Control Upgrade, they may Leap into Engaged for the cost of 1 Maneuver to Leap and 1 additional Maneuver to become Engaged with the target. They have not used their Action yet, so they may then also launch an Attack Action, all within the same turn. This allows leaping from 'Disengaged and at Medium Range' to 'Engaged and able to Attack.'
The Full Explanation
The original question, in essence, asks how many Force Leaps (Force Enhance power) are required to move into Engaged with a target from the Medium Range Band. This question can be confusing as Engaged functions as much as a Condition as it does a Range. This is certainly the sort of thing a good Star Wars RPG group will want to enjoy, but to preserve the ability of all characters to act in tune with the source material, the basic assumptions of the combat system need to be kept in mind.
How is it a Range Band?
It can best be defined as a special range category within the Short Range Band that allows for Brawl, Melee, and Lightsaber attacks (which are themselves a subcategory of Melee), and offers potential complications or adjustments to Ranged attacks. Entering Engaged has a cost in Maneuvers.
How is it a Condition?
In order to interact with an object (pick it up, etc), in order to punch someone, or in order to land an attack with a hand-held weapon like a knife or vibro-ax, the character must be 'Engaged' with the target of their chosen action. To achieve the condition of 'Engaged' a player must spend one Maneuver to make that happen. This is the cost of attaining the condition, and is levied in addition to the movement required to get into Short Range.
On Maneuvers
There are numerous ways to gain one additional Maneuver listed in the core rules, such as exchanging one's Action for one, taking Strain for one additional Maneuver, or getting one as a bonus due to rolled Advantages, or Threats (as the GM's provision of an out-of-turn Maneuver). There are also rare Talents that can allow a third Maneuver. Unless affected by a specific Talent or other power description that clearly lifts the restriction, no more than two Maneuvers may be taken in a turn by a character. This is clearly stated in the Maneuvers section of Chapter 6, under the Maneuver Limitations heading.
Force Leap
This power is found in Age of Rebellion and Force and Destiny in the Force Powers section of Chapter 8: The Force. It requires an Action until the character has earned the final Control upgrade in the Enhance Power tree. The Force Leap power appears as one of the many Control upgrades in this tree. Its first iteration offers horizontal leaps. This can be improved to include vertical distance with another upgrade. The final Control upgrade in this branch of the tree allows the leap to be a Maneuver, not an Action.
Also on this branch of the Enhance Force power is the sole Range upgrade in the tree, and it allows the leap to be extended into the Medium Range Band (any location from Short to Medium, or Medium to Short, not blocked from access to physical movement). As the text for the Range upgrade specifically bans it, the Range upgrade may not be invoked multiple times to Leap farther than this.