@deadculture Yes, it has them and they cover basically everything, including swordsman schools and magic. You get a few from your backgrounds, and then can buy some more at variable cost.
The CG itself is perfectly fine, I'd say dramatically improved over 1E's ridiculously complex and min-maxable approach.
The problem is that the swordsman schools themselves basically triple-quadruple your effectiveness in combat, as you go from 'spend a raise to do a wound' to 'spend a raise to do wounds equal to your weapon skill and/or get some awesome secondary effect too.' Despite the fact that the game lets you use raises from basically any skill to fight (ie, you can DK a barrel at someone with athletics, intimidate some mooks away, etc), there are really no equivalents to this major ramp-up for non-combat approaches.
Also guns are kind of broken.
@faraday Yes, considering that I'm talking about 2E, I'm familiar with the roll system. There was confusion between Theno talking about his existing 1E at the same time as discussion of the new system.
For either of you, I'm not entirely sure why it's unsolvable. Just doing some napkin versions, I see that you can end up with algorithms that won't give you necessarily the same sets, but I haven't found a situation where you end up with a different number of raises.. The only possible rules impact is that you can end up with versions that will prefer to use up all the dice versus ones that will leave some unused, but couldn't that just be a roll toggle? I'd love to see an example of a roll that would confound a simple algorithm (like sort, for each find lowest that gives you >=10, if you don't, add on the lowest and do it again)?