Hmm, Star Wars tech level.
Inertial dampners offer up all sorts of fun, if you can thus play with inertia/gravity. . .depending on setting, can turn people into paste, or just trap them. (Apply say 5-7 Gs and you'll be stuck almost unable to move.). . .no need to jam them to the floor, jam them to the celing or a wall.
Super magnets. . . .pull all their gear down to the magnet (or up, or over).
Magnets as triggers can be nice too. . . magnetic triggers or gravitic triggers can be built into the floor, and if set passive, are essentially non detectable. (Short of something like ship scanners or the force.). . .i.e. sensor underneath the floor, no moving parts, it merely senses passively the presence of an object above it.
Force items (no jedi, force fields) always offer nasty weapon possabilities, usable in traps.
Super glue, non-stick slip foam, poisons, gag gas, incapacitating ultra or sub sonics. . . .do a google on "Non lethal weapons" and "Future Weapons" and you should get links to a lot of usable DARPA stuff.
Lovely stuff from the real world:
Frictionless foam. . . .spay and slip, and you cannot get up or get out without serious effort or help.
Ultrasound guns. . .that cause all targets in the cone to loose control of their innards. . .the "puke & poop" gun. Make it a bit stronger, or on another freq, and it could just kill you by internal damage. (This one resonates water, hence the effect.) I shudder to see this used in riot control (it's stated design purpose.)
Sticky foam. . . .rather dangerous if it gets in your eyes, nose or mouth. . .(I recall joker killing someone by hitting them in the face with a pie filled with epoxy.)
Microwave pulse guns . . .make you feel like you're on fire, but cause no permenant damage. . .so targets run out of the cone. (Sucks if you can't.)
Droids. . . .if he can modify droids. . .or if he can modify the internal control mechanism or computer of a ship. . .think 2001, think Terminator. . . .many of the regular mechanisms of a starship are lethal:
Blast Doors. . .intended to slam down in emergencies to prevent spread of decompression, explosions, fire, etc. . .if you're in the way, you get guillotined. (Over-ride the safety sensor. . .likely, the logic of "If the emergency is big enough, the door will cut one crewman in half to save the rest" is already in there. . .so fiddle the priorities.)
Atmospheric systems. . .vent to vacuum. . .add too much CO2. . . .add too much O2, especially combined with a fire. add any other poison, drug or bio into the air. . .(and shut off the sub system that prevents it.)
Fire control. . .a lot of fire retardents range from annoying (foam) to potentially lethal if inhaled powders. . . what brand does the empire use?
Walls full of air, power, water, waste and other conduits. . .results from tampering range from annoying to gross to lethal.
A personal fave of mine. . . .had a rather unstable PC in a Robotech game. . .another PC wired a half ounce of plastic explosive into a crevice inside his armor, tied to his communicator. . .command detonation if a certain code was sent out. . . .if you say took a pound of plastique and 20 detonators, and had a few hours alone with 20 suits of stormtrooper armor. . .insert tiny bomb, tied it off to something that takes a long time, like "Switch over from air filter 1 to air filter 2.". . .start trouble, STs mobalize. . .about an hour into the alert, troopers start blowing up.
doesn't take much of a bomb to kill someone planted inside armor. . .in the game in question, when the wee bomb was set off it was. . ."There's a muffled pop sound, the interior of Vin's helmet visor goes red."