Ok, well I don't want to go spewing a lot of comments, just because it's been a long time and I don't want to misstate. I remember noticing the exploding dice rolls and becoming curious how that would work out with some of the more common TNs. I figured out that for many routine tasks, d4s were better than d6s. Uh, here's some math someone else did:
Exploding dice, and some unexpected results for Savage Worlds
I also looked at some of the Edges and decided they were priced fairly arbitrarily.
I hadn't seen that particular analysis but we've discussed how the probabilities work amongst our group and noted the bit about how smaller dice are more likely to ace, etc. I consider this to be a pretty minor issue for a few reasons.
First, the baseline target number for success on most (non combat) checks is a 4. If you're trying to achieve a 4 then a d6 is plainly superior to a d4. To get a "Raise" (4 points higher than your target number) then a d6 is still superior to a d4. Now if there are modifiers to the roll such that you're at -2 and your target number effectively becomes a 6 then mathematically you're better off rolling the d4. Looking at the chart produced in that analysis we see that this circumstance (where the target number is the highest value on the larger of the two dice being compared) is the only "crossover point" where the lower die produces (very slightly) superior results.
But that circumstance doesn't exist in a vacuum. Looking at the chart once again we see that a d8 is always superior to a d4, no matter the target number. In order to get a d8 in a skill you must first raise it to a d6. So, at worst, a d6 could be considered a stepping stone from the d4 to the d8, which is superior to the d4 in almost (but not quite) every situation.
In addition keep in mind that the player may be able to influence the target number in question and move it off of the "bad spot" in the mathematical progression. If they know they are shooting for a target number of 8 using a d8 then they might decide to make the roll harder (by adding in a Called Shot penalty) or easier (making a Wild Attack for example).
And also there is the Wild Die. Almost any time a player rolls he'll also be rolling a Wild Die, which is always a d6. This doesn't influence the probabilities on the other die of course but I think it introduces some additional "background noise" in which small vagaries in the probability of the other die can become lost.
I say none of that in order to prove you wrong because you're not wrong. I mostly typed that out to help organize my thoughts about why I consider this a corner case that doesn't have any substantial impact on game play.
As to the thing about "Edges priced arbitrarily" I'm not sure exactly what you mean because all Edges are priced the same (provided you meet the prerequisites, which is maybe what you are referring to). If you mean that some Edges are "better" than others, I'd probably agree with that in the sense that some will be more frequently useful or provide more benefit when they are used than others. But I think that's going to be the case in pretty much any game with a similar mechanic (like Feats in D&D) so I don't think of it as much of a problem.
Anyway, thanks very much for taking the time to explain what you meant. It definitely prompted me to take a closer look at it.