Commoner, I made a post in the rules section that breaks down TFS vs DS. The *only* time where DS does more damage than TFS is if 2 successes and no banes are rolled. Every other result (1 success, or 2 successes 1 boon, etc) and the TFS does more damage, oftentimes significantly more. Also recall that DS gets an additional Misfortune die, which make a 2x success result more difficult to achieve on DS than on TFS. Read my comparison. TFS is, in general, better than DS.
I haven't sat down with all the other different action cards to be able to comment much on your thoughts. I'll try to do so tonight when I get home. I would also think, for example, that not only for range, pistols are very dangerous because of DR6 (pretty high) and Pierce 1, so they negate 1 soak. Also, you need to also take into account special abilites from multiple successes, as well as banes. It's not all based on who can do the most damage. For example, Execution Shot has the potential to eliminate 3 soak on a target for the rest of the round. That is quite a hefty bonus that not only the user gets, but the rest of the party as well can take advantage of it. And so on. As I said, I'll need to actually do some in-depth research on the action cards, but I doubt they are as unbalanced as you think. (Just like TFS vs DS isn't as unbalanced as you think, should you read my comparison thread). Granted, DS *might* need tweaking with either an additional or a recharge. I don't really know, since I haven't really tried it yet. Neither of the players playing the Trollslayer spammed DS. In fact, both used TFS as much as they could, even using Fortune and talents to reduce its recharge a couple times. However, it does seem from my comparison to match well with TFS for the most part, so a 2 recharge doesn't seem unreasonable. Of course, TFS can be used with a shield ... and shields give an additional Active Defense (Block) plus give extra Defense and/or Soak. So perhaps that's what balances out in the designers' minds.
Opposed resolution:
Take your example of two people running for a set point. What result are you going for? The progress tracker makes it a race, which can have ebbs and flows as people do better on different portions of the race. If you want, you could also just say the person with the higher agility gets there first. Or, just make a single Agi roll and whoever has more successes gets there first. You could also just narrate it however you want, without rolling a single die. All of those *could* be used to represent the race. Again, the question is what are you trying to get out of race from the game mechanics? At least with the track, you get some dynamics, and it literally becomes a race. Use boons and banes to give fatigue, or
/[W] to the next roll, for example. If there is the possibility for contact, have a boon give a
to the opponent, or a bane give a [W] to the opponent. Chaos could be a trip, costing a success on the next roll or a space on the track. Comets could do the reverse. There is all sorts of stuff you can do, and thus the race across the track becomes a parallel to the race to the spot. This sounds good to me, and it seeme to work this way. So, if this sort of parallel of the race taking place isn't what you want ... what is it you want?
I'd also agree that sometimes it's better to do something a little smaller, but do it all well, than to haphazardly try to throw everything (including the ktichen sink) in and do none of it very well.