It's clear I'm an advocate of the X+Y model for reasons EinBein already illustrated. I'm not saying that I won't try the new rules when they emerge, however this direction was both unforeseen and undesirable.
Thankfully I cornered some of my players and did some serious brainstorming.
This is our collective home-brew trying to tackle some of the beasts Agamemnon illustrated.
Skills being maxed at character creation
Skills getting trumped by high Attributes.
In retrospect I'd like to kill my earlier
Expertise tweak suggestion. While on paper the idea has merit, after testing, I realized that it bogs things down considerably.
We added maximum ranks per Priority for Attributes and Skills like Proficiencies.
Priorities
Attribute
Tier 5: Max 6, 2 Favored
Tier 4: Max 5, 1 Favored
Tier 3: Max 4
Tier 2: Max 4
Tier 1: Max 3
Skill
Tier 5: Max 6, 4 starting Expertises, 4 Favored
Tier 4: Max 5, 3 starting Expertises, 2 Favored
Tier 3: Max 4, 2 starting Expertises, 1 Favored
Tier 2: Max 4, 1 starting Expertise
TIER 1: Max 3
Max = Maximum possible rank achieved at character creation. Cap through advancement is 5, and also see below "Favored".
Starting Expertises = These you get for free. Only Skills at Rank 3+ can have Expertise. Starting Expertises are free. Expertise doesn't give +1 Die, instead it gives Advantage.
Favored = only Favored Attributes/Skills can reach a Rank of 6.
We also changed the way Skill rolls are resolved.
Untrained
Untrained Skill vs Unopposed Objective: Roll relevant Attribute at Ob+2 and Disadvantage.
Untrained vs Trained Opposed Objective: Untrained is at Disadvantage. Trained gets 2 automatic successes*.
*2 extra successes might sound an overkill, its mainly there for keeping in line with +2Ob unopposed check. So far it works, but considering to change 2 auto to 1 auto.
Tools
If it needs a tool...
And you don't have one: -1 Die.
And you have one: No mechanical effect.
And you have high quality tool: +1 Die.
If it doesn't need a tool...
And you don't have one: No mechanical effect.
And you have a tool that applies: +1 Die.
And you have a high quality tool that applies: +2 Dice.
No die pool can be reduced below 1 die that way.
Dump Attributes
Acumen & Social
Social isn't used in any way apart from Skills and that sucks. Also Acumen is not that desirable.
The first thing was to kill the Manipulate skill and get three Social derived functions in its place:
Manipulation (SC+CU): Your ability to force others socialy (ie intimidate someone).
Empathy (SC+AC): Your ability to perceive social pitfalls (ie see through a lie).
Composure (SC+WP): Your ability to resist social forcing on you (ie someone interrogating you).
Some skills are altered a bit (ie Command is used to force yourself around, Intrigue is used for lying, etc) and maybe I might come up with new skills if needed for Social interaction. As Skills are written now, Command, Intrigue, Impersonate, Oration are the quintessential Social skills.
At the moment I'm in the process of writing Social combat (maneuvers and all), but its not a mandatory thing. Everything could be simply handled with Manipulation, Empathy, Composure, and applicable Skills.
This change brings real uses for Social and Acumen and it seems to be working so far.
Speed
Speed is upgraded by using it in Positioning Rolls, Movement Rolls, and Contests of Speed. One can further increase their pool using CP on a 1:2 ratio (2CP = 1 Die).
Finally Balance is changed from AG+CU to AG+SP.
Encumbrance
Weapons and Shields are slowly getting CP penalties like armor has.
When your CP Penalty exceeds your ST score everything combat related (moving, attacking, defending) is at a Disadvantage.
Story Aspects
SAs and NPCs. In my eyes its unrealistic for SAs to apply only to PCs. I'll explain. For this reason we chose to classify NPCs in 3 categories:
Villains: The antithesis of the characters. These are Major players who are built exactly like PCs including SAs. If the player wants to run Robin Hood with a SA "Free Nottingham from the Sherrif" 4 then the Sheriff of Nottingham has a SA "Get rid of that bastard Robin" 4.
Henchmen: Slightly lower in rank than Villains. These are seconds-in-command that get built like characters without SAs.
Extras: These are your run of the mill folk that PCs encounter daily. City guards, pirate crews, guild thieves, merchants, and so on. At best they can claim one Tier 4 priority if required. Elite Kings-guards could be Atr3 Prof4.
Otherwise SAs stay as they are, but with two major tweaks.
Making it more concrete when SAs do fire and why. As thirty33 said it matters not what you win if you succeed, but what you lose if you fail.
When your SA is firing and you fail MoF is increased by one and you burn 1 SA from the SA firing. A Compromise becomes a Minor Complication, a Minor becomes a Major (if applicable), and a Major burns 2 SAs.