I'm also not a fan of the Edge part.
It's too baked into everything, and not consistent in it's application. Like much of the game there's way too much load placed on the GM to support the parts they didn't/couldn't develop. The menu of Edge options and goofing around is too high, and causes near as much time loss as a simpler modifier system would have. Then there's "Edge Actions", "Matrix Edge Actions", but no "Magic Edge Actions" or "Rigging Edge Actions". Your gear, qualities, critter powers all impact it. Then when you try to talk some things through, the rules discussions on interpreting them read like Kirk's Fizzbin explanations. Haphazard is how I would characterize the system as a feel. It also feel disconnected from the character's actions. I'm not a fan of gating everyday combat options behind resource spends. I should be able to roll to trip, disarm or make called shots any time. Edge should allow specific outcomes I couldn't even attempt otherwise.
I will say that some of the new dice tricks might be salvageable as a backport or conversion option to an older edition. When I look at what I like vs what I don't, the like list is very small. There's only a couple of items that are really strong and not just at the "meh, yeah ok" level. The main thing I appreciate is the action economy. That has a home. Conditions were already on my own radar, but their inclusion in 6E was a good call. They are just way underused in 6E. They could solve gear hacking and grenade damage in a heartbeat. The dislike list is about 3x as long as the like list, so it's not worth a fix attempt for me. When I have tried to work on possible fixes, it breaks something else. The "balance" is so tenuous if you pull on one thread, other parts tend to fall apart or require such an exhaustive rewrite that it would be easier to go with a wheel that's already spinning elsewhere. Effort =/= Reward.