The simplest solution I can think of along this line, is to make the net deference between DR and AR become a die pool bonus or penalty to the relevant attack pool.
If you went with the above solution something else you could add would be to add strength or half str become as a AR bonus on melee weapons. This would solve the Pixie Troll melee weapon problem in a useful way.
Drop the per round edge limit and edge spending limit. If the game is going to be focused around edge then embrace it and stop killing the whole point of your blankity, blank system.
Sure things will get wild in the first turn. Guess what your playing SR. If stuff doesn't get nuts in the first turn you did it wrong.
A person can be super strong but if the person does not posses agility to
land the hit, the person won't hit. Also, net hits generated by agility + (combat skill) represent the hit
placement as they add to damage. I am not against some modification of melee damage after the hit.
Taking away edge cap on gain and spent and combining it with AR and DR adding or subtracting dice is nuts indeed. Especially if I will be able to than pre-edge with exploding 6's or post-edge and re-roll all my failures.
Just be aware, if you start adding situational Edge gains into gear you are creating the exact same problem that the Sixth World Edge system was supposed to fix.
Instead of tracking down all the little +1s and +2s that only apply in some situations and to some rolls you will be having to track down all the little Edge gains that can be gained under some situations and on some rolls.
You will be taking the "simplified" out of Sixth World.
True, creating more combat edge modifiers can be an overhaul. But some edge generators can engage characters which are not so good in combat to do stuff, or to feel that they are not neglected, when combat mages, adpets and street sams are doing all these cool actions. Covert ops, medics and other supportive characters can easily be in a situation, where they don't generate as much edge in combat, because their characters are not built for that.
Edge in my opinion expands on characters creativity to solve confrontation via clever thinking,
teamwork, usage of environment, vision and situation in order to create
tactical advantage, which is such a crucial part of confrontation.
Everyone, including non combat built characters can be engaged in a confrontation due to the edge system, allowing them to push their luck and
tactical advantage even if some non-combat dice pools are lacking behind their combat centred team-mates, players have a chance to generate and manipulate their success thanks to edge without needing a dice roller.
Finally, pardon me if I am wrong, but + or - modifier
adds or subtracts from a dice pool, while edge allows to
manipulate current dice pool to a
certain extent. That in my thinking is not the same. The cap, 2 per round makes it easy.
Better attack rating, yes, gain an edge, better vision, yes gain and edge, move on, no other modifiers apply.