1). Game mechanics that occasionally need a judgement call in certain situations is one thing. Game mechanics that rely on judgement calls to keep them operational within the desired boundaries is something else entirely, and that is what the current edge system is.
In the hands of reasonable players and GMs, this is no big deal, but still not ideal to having a self-contained mechanic. In the hands of unreasonable, punitive, controlling, or vindictive players and GMs (and let's be real here, our community has quite a few of these people) it's a nightmare.
I feel like this warrants some comment from a person who has played and ran a LOT Of RPGs since 1982, but hasn't had anything to do with Shadowrun since the early '90s and is coming back to it with Shadowrun 6E.
There are many great games in the world that I have enjoyed tremendously that seem to get by quite well with assuming that players and GMs will be reasonable and can make judgement calls to keep things fun. Fate Core, Savage Worlds, the One Ring, Dungeon World, Masks: the New Generation, heck, even D&D 5E for the most part, among many others. These games are written with two core assumptions in mind (either overtly or at least subconsciously):
a) the players/GM are seeking to have fun WITH other people, not at their expense and
b) the GM/players are capable of responding the other players/GM outside the rules of the game with an interpersonal "hey, wait, that thing you are doing, it seems weird or unfun, can you not do that?"
I feel that in terms of mechanics and definitely in terms of editing, Shadowrun 6E could have been much better. But I also strongly believe that no game designer should be expected to account for "unreasonable" people in their rules. By unreasonable here I mean people who will just do all kinds of weird stuff in the game because they can, and not because it involves interacting with the fiction of the game in interesting and fun ways.
To take the example raised earlier in the thread...
Suppose you're facing down two ganger goons and a ganger boss. There's also a civilian passer-by. Consider these scenarios:
a) you shoot the goons, accumulating Edge to shoot the boss
b) you shoot the passer-by so you can accumulating Edge to shoot the goons
c) you shoot the passer-by as they're the only ones around who will call Lone Star, but you also accumulate Edge that you use to shoot the goons
Which scenarios are abusive? How do you tell the difference between (b) and (c)? What if the player is secretly doing (b) but says they're doing (c)?
I have no idea which of these scenarios is abusive or not. What I do know is that
I don't want to play with people who would choose b) just for the sake of the Edge. Just because you CAN do something in a game doesn't mean you should. And I don't think that a game designer needs to account for this in the design, like, at all. Its a fact in the rules that shooting a target with lower DV will be more likely to give you an Edge point. That's a fine rule. Its a
choice to shoot innocent passers-by (assuming your character is not literally a psychopath) to gain Edge.
Maybe if I had played/ran Rifts or TORG or whatever I would be less surprised, I can't say. Maybe this is demonstrating a gap in my experience. Maybe (particularly in organized Shadowrun play) the players really are literally and/or figuratively selfish 14 year old teenage boys who cannot be relied upon to control their urges and actually engage with the fictional situations that are presented in fun and interesting ways. In which case, fair enough. Take this comment for what you will.
EDIT: to be clear, this is not a direct comment on whether the current Edge system is good or not, or whether it has problems and what those problems are. I have many thoughts on that. This is a comment about the standard that system (or any other system) should be held to, and also the standard the players themselves should be expected to follow.