The edge issue vs. armor/other changed this is one of the major conundrums. Left as is at 2 edge gain max per round, a number of options from armor to spell resistance are arguably worthless. Allow more edge gain per round, and I fully agree with SSD that it will get entirely out of hand instantly.
The second part is only a systematic issue for tanky characters that strategize on getting attacked a lot, though. And even in this case, "getting out of hand" merely means that Tanky McTrollface has the
option to bank the Edge he gets for armor, cover and beneficial circumstances for his own counterattacks instead of using it defensively. While this kind of "bait-and-punish"-playstyle may look a bit cheesy and "gamey" at a first glance, it is:
- a.) still more realistic than a system where the amount of factors and perks that are allowed to play a role is arbitrarily limited based on a 3-second increment.
- b.) quite fun to play out. And fun is important, right? RIGHT?

- c.) hardly without risk.
- d.) counterable by properly employing grunt rules.
And if that´s still to "messy", what about that other alternative to the 2-Edge-cap that is often discussed: There
is a Limit of 2 per round, but it only applies to edge tokens that are saved for later actions. With this, no amount of Edge really goes to waste, but you are often forced to use it on the test where you earned it.