This. The setting is awesome.
The mechanics are generally terrible in previous generations. For instance, you could very easily find yourself in a situation where you could literally not injure an opponent. For example, one adventure's final enemies was a fairly young Western Dragon. What made him almost unkillable was that he had Hardened Armor as an innate ability. To explain, that means that his natural armor worked like vehicular armor: You added his armor rating (8) and body attribute (12) together, giving you 20. You immediately subtracted that from your weapon's power. There was 1 weapon in the game with a damage rating over 20: the Assault Cannon, which was 22 Deadly. So your 22 was reduced to 2. Fair enough, you can still technically injure him. How do you try and bump that up? Well, you can use your own successes to boost the damage. Say your Mercenary or Street Samurai using the Assault Cannon has a gunnery rating of 6, you can roll 6d6 to determine your successes. There are a goddamn FUCK TON of modifiers, but let's just use the base Target Number of 4. So, 6d6, 4+ is a success. Assuming average distribution, you get 3 successes. That's 1 additional level of damage, because for every 2 successes, you increase the level of damage to the next higher: Light to Moderate, Moderate to Serious, Serious to Deadly. So the base damage type was Deadly and you've got one level on top of that, right? Wrong, because Hardened Armor also reduces the damage by 1 level (hence, light weapons will never do any damage). Still, your additional successes make sure he's still got to resist a Deadly wound, which will incapacitate him. Even better, you can use your combat pool, and allot extra dice, up to your skill rating, to your attempt. So that's another 6d6, so instead of 3 successes, that's a whopping six successes! So that's Deadly++ for him to resist. But here's the bad part: The dragon's Target Number to resist is 2. So he gets 12d6 to resist damage automatically, and for every pair of d6s that he rolls a 2+ on, it lowers the damage by one level, from Deadly to Serious, Serious to Moderate, Moderate to Light, and Light to No Damage. Assuming average distribution, all but 2 of the dice would be 2 or better (Defender wins the tie), so with 10 successes, he'd reduce the damage 5 levels, so Deadly++ becomes Deadly+, becomes Deadly, becomes Serious, becomes Moderate, becomes Light. You inflict a Light Wound. Except you don't, because the dragon has a combat pool too. He can spend another 12 dice to resist each round. Even if he rolls ten 1s and two 2+, he still takes ZERO DAMAGE.