If Edge gain is unrestrained at all, it will greatly impact the Edge-generators vs others. Rigger would become a massive Edge-machine, for example: 1 Edge from Control Rig, 1 from AR, 1 from circumstance modifier 1, 1 from circumstance modifier 2, use combat drugs + hotsim and always use 2 attacks = 8 Edge per round, not even looking at edge gained from defense.
Good spot, forgot about that dumbsterfire
There
might be some flaws in your example, though: I donīt know where you got the info that AR grants Edge, but even if that would be the case (which would be
hella dumb, so Iīd be not too surprised if itīs actually RAW

), the Control Rig requires VR to grant that Edge. Also, you can only get one Edge from circumstance modifiers and one from the AR-DR comparison (or did you mean that by circumstance modifier 1+2?). In total, max. 3 Edge per Attack
if all the Planets are correctly aligned. Itīs not like you donīt have to put some work into it to get those 2 additional points of Edge.
Still: Fair point, removing the Edge limit completely would also give a boost to riggers and double-attackers in general. However, this still only means that they would have the
option to use some of the more costly Edge uses more often. Besides the non-errataīd Anticipation Attack and the Edge Healing Options (which, letīs face it, could really use some restrictions as well if you donīt want cheesy players drawing out fights against weaker opponents to heal themselfes up and other BS...), these are quite overestimated compared to just rerolling hits of the opposition. Itīs surely nice to have these options, but they donīt break the game IMO.
More importantly, Iīd say that Riggers are the most salient examples against the Edge limit as it works in the current RAW. A jumped-in Rigger with 2 Actions can safely earn the maximum 2 Edge through the VCR alone.
Every modifier,
every bought perk,
every smart tactical choice that would grant them more Edge is worth nothing. That alone should have been a clear sign that something really doesnīt work out about that limit as it works RAW.
If you convert into '2 Edge gain max per Action, 2 Edge kept max per Turn', where you're encouraged to quickly spend Edge as temporary points and still are restrained in how much you can collect over time (so no repeated Anticipation and no Rigger insanity), I think things will become much more flashy and will heavily buff heavy-DR players their survival chances even when facing multiple attacks (so they can last against for example 15 grunts executing 3 attacks total). I would consider that far more cinematic gameplay, and it sounds awesome as long as you're fine with losing part of the grittiness.
If you ask me, something like this (as seen in the different posts above, the precise wording may vary, with some minimal differences in the mechanics) should not just be a houserule, it should be pushed through errata or at least added via "updated/advanced" Combat rules in the very next supplement. Grittiness doesnīt come from combat modifiers getting ironed out arbitrarily. And if a rule change really makes combat
that more survivable for the PC, the GM can always counter that by ramping up the opposition.
And the very lowest common denominator for an errata
should be that the "useable for this test only"-Edge is exempt from the limit, since the current RAW may actually lead to situations were these kind of bonuses are not only worthless, but work against you by preventing you from gaining free Edge that can be used anywhere.
The errata folks might have already spotted this problem as well. Itīs another questions if any substantial change to that precious, absolutely 100% flawless Edge system get the official blessings from CGL, though
