So, as a general remark, so far this system intrigues me but some features are frustrating and cumbersome. Specifically, failure is really hard to come by following their rules and guidelines. You have had no problem generating a pool of 5-6 dice which guarantees success (or meaningless failure) against difficulty 1 (which the system recommends most tasks are, and that higher difficulties should be used sparingly).
Secondly, it's hard for me not to 'double count' circumstances. Setting difficulty and modifying dice pool by circumstances are to sides of the same coin, and it's not clear how to manipulate those sliders to get a challenge to be 'right'.
Finally, the constant negotiation in tests is a real slow down for PbF (ironic, as the game states it was designed to support forum play, I think the designers failed in this regard). We haven't had a combat yet, but wait until we do. And, I've been smoothing some details and eliminating some of the negotiation by just analyzing your sheets and telling you your fully modified dice pool.
This isn't to say there aren't things I like. It's a neat system, but I feel like it lacks polish. I'm tempted to a) tweak it to fit PBF needs better (smooth, non-negotiation play) or b) use it as the base for developing a lighter system that still captures the metaphysics of Scadriel. Before I go and do any of this (or we, this would, be done in another thread in this forum and you'd all be welcome to contribute), I want to get feedback on your end about the system so far (knowing that we've sampled about 2/3 having not had a fight yet).