Normal successes are on 4+, blessed rolls are on 3+, cursed are on 5+, which is a familiar to-hit spread for GW players. Instead of having a separate tier of wound rolls, you have to pause and look for doubles, triples, quads, etc. I managed two crit fails (triple ones) in initial rolls with large pools, didn't once get lucky enough to crit (trip sixes) despite the odds being identical in a single pool - but I also never had a crit fail from rolling exploding dice, because unless it's life or death there's rarely going to be a justification for taking the risk. Actually sorting out explosions is simple as long as you have enough dice that you don't need to re-use any of them, so yeah, a 36-brick is not an unreasonable thing to bring to the table. Maybe swap out one die for something of a different colors as a stunt die - or better, several of the 36 to make room for a larger, different-color stunt die so it really pops.
In hindsight, my test run unintentionally devalued the value of luck and stunts, since they're one of the few ways to just add a die to your pool by paying a luck, and can trigger your stunt as well as maybe dealing more damage. Still, with a brand new system I was feeling a little strain running 3 PCs and all the mobs at once, and remembering to stunt when you can afford to was a bit much. As you said, they've added just enough complexity that it's not as ideal for solo play the way Ken's T&T was..