I'm looking over what I know about the rules of 6E, and I think I finally see one element that's throwing me off.
The degree of "distance" in the abstraction of the rules of reality seems to be variable between different parts of the game. Here's what I mean.
I'm using the phrase "distance" as the metaphor for the degree of abstraction being implemented around the mechanics. Let's assume that "ground zero" is the 5E scale. It's pretty granular, every little thing in the environment or on your gear directly modifies a dice pool, and most factors in the world are defined (wind, light, recoil, qualities of weaponry etc.). Everything has a tangible effect. This degree of distinction also feels consistent throughout the rule set, from combat, to magic, to the matrix. The reader begins to intuitively understand the "scale" at work here: "Even small details matter and should affect the probability of success. Here's every example we could think up of how so and how much".
To simplify all this down in the mechanics, you have to get up above it and be able to say "well, generally speaking, if a and b are true then c should be the impact on outcome". To get there, a lot of the details have to be abstracted and the whole alphabet of circumstances gets rolled up into 'A', and/or accounted for with 'B'. Think of it like floating up above a fight, and not being able to see the details any more. You'll see when a person falls down, and when they jump behind cover, and other basics, but you're too far up to see where a bullet hit or even really how many specific meters there are between two targets. That's what I mean by "distance".
6E seems to have a pretty high distance when it comes to combat. For example, it barely matters that you are wearing armor, ranges are very generalized, and the net impact of most differences is only minimally felt during the dice tests, because none of these factor in to what you roll. They only affect one possible outcome (Edge gain).
All that abstraction is to resolve the issue of an attack hitting the target or not. However, then when the damage does hit, suddenly certain types of details do matter, and those details live at a lower (more granular) depth. The one example I can point to is Bone Lacing, which has the direct and dramatic (strongly granular) effect of +3 to Body stats when resisting damage. Objectively (and by using the "ground zero layer" metrics of past editions), armor is far superior in effect to resisting damage than bone lacing, strictly by comparison. Yet in 6E armor is abstracted to where it matters almost not at all, but Bone Lacing retains its strongly felt impact to the character's survivability. The depth of scale is inconsistent here.
Similarly with vehicle combat, which takes speed into consideration in a way that impacts dice pools, yet otherwise, the act of making attacks then flits back up into the territory of "close enough". Its the equivalent of saying, "okay so you two are shooting at each other, but no one cares about any specifics involved (expect for speed which is insanely relevant), so all variables are reduced to a potential minor benefit if you happen to meet one of these criteria. So, you hit each other and now a few specifics matter again, but only some. Would you like to augment your results with some arbitrary dice manipulation instead?"
In practice, this seems to impact the intuitiveness of the system, which also affects the suspension of disbelief. It can lead to a sense of incoherence in the rules. If there is a consistent logic to the scale, it would be nice to hear that discussed. At the moment, it seems to zoom in and out wherever the end results find better traction, regardless of the impact that may have to the play experience. Such things also make it challenging for GMs to intuit what should be a dice pool effect vs an AR/DR effect vs a DV change vs a Threshold modifier, etc.
I'm not trying to make any assertions about what is 'better' here, just trying to make sense of the design in places it feels unclear to me so far. Thanks for any thoughts you can offer here.