At this point, I have come to like a more "guideline-style" approach instead of "hard rules". But I
just can´t help the creeping feeling that this is mostly because the minute you get the "hard rules", they have a high chance to be utter shit.

Just take the new Called Shots in
Firing Line. Before these, if a player asked me if he can try to blind or silence an enemy with an Attack, I would have just improvised it with a reasonable penalty (about -4) or, alternatively, a little Edge expenditure. Same for other staples like throwing or tackling your opponents. You just eyeball it. Throw around some Edge tokens, Dice pool or Damage bonuses. You know, fun stuff. But along comes
Firing Line with the official "hard rules" and lo and behold, shit´s all over the place:
- Mandatory Edge Taxes for everything? Check.
- Brutally high success thresholds? Check.
- Underwhelming effects in the rare case that the attack actually works? Check.
- No consistency (besides the fact that none of them are worth considering)? Check.
If the "hard rules" (or "suggestions" for them) continue to look like this, spare me the details. I could have easily improvised better and more engaging rules for this straight at the table in under a Minute: "Minus 4 to your Attack roll, if you get net hits, your target is blinded for the same amount of combat rounds." Something like that.
BTW: Training time went right on my "Shit I ignore"-List as well. As if there wasn´t enough incentives for chargen min-maxing...