I totally get what you're saying Morskittar, but the recharge doesn't facilitate this, perform a stunt does as you lay out. Modifying the results on the fly is good and should be encouraged (especially with those dice). Heck, I plan on having players who a boat load of boons apply some condition on top of whatever special card stuff goes down. They can cause knock downs, disarms, gain an advantage, whatever. It just adds to the description and makes combat not nearly as flat. Then again, my combats are more about conflict resolution than flat out task resolution.
Your point is very valid and I can see where the recharge might add to this. Something to definitely think about. It is definitely inspiring thought about how to look at combat as well as the cards.
I will say though the same effect could have been achieved, like I said in my original post, with a card that accents the task resolution from the dice adding both the advantages of the basic attack of a weapon and a specialized action like the Troll Feller attack onto it. Instead of bringing the card into play and say exactly I'm doing x, maybe it could have been when you put down an action card, you can say I'm attempting to do Troll Feller. Some required or degree of success would be required to activate the card (like one or two successes or a boon or something) but if you meet the higher ends of the requirement you get more and more stuff. This way, the character is always stunting while trying to achieve a better result than their basic ability. I feel Double Strike works that way already, but it's lack of recharge helps facilitate that feel. So if you're armed with two weapons, you're attempting to double strike constantly, but sometimes the opening isn't there, sometimes the opportunity isn't there, sometimes the stunt helps you yield the effect and at other times, it doesn't. Recharge mandates that these specific actions can only happen at x variable times. The rest of the time, you're either making it up on the fly (the stunt) or gearing yourself toward another specific action).
I guess what it really comes down to for me is the pre-packaged stuff is great, don't get me wrong and will be especially unique and exciting for some, but really I don't see how it's as integrated as well as it could be. I don't know, maybe its the writer in me, but a good system needs to be streamlined, all components working to achieve the same end so the learning curve is less and the game becomes more intuitive to the players involved so less rules-lawyer stuff has to be done and more game can be played. The same goes for stories, all components must somehow relate to the central narrative to make it work. This system tackles specific actions yet tries to give you freedom. These things sort of go at odds with each other, yielding a system that on the surface is trying to please two different functions and sort of compromising both. A lot of attention has been put to those special actions, yet you don't need them? You can interpret the dice anyway you want, but these cards say specifically how you interpret them? You see how that contradicts itself to some degree. Both play-styles seem almost set up as optional, rather than figuring out how best they could have integrated into a fantastic free form mechanic or a great rigid system. I know what I'm talking about is radically different than other RPG'S, but I feel the game started out that way, then swung back around to good old comfortable action patterns and recharge mechanics (I know, it's new to roleplaying, but its not new to gaming). I think more ground could have been broken here and I wish they would have, hence why I'm willing to debate on this point so much because I do truly love what they've done with the game.