Die Inflation
Hmm. The swinginess then is not referring to widely differing roll results in combat, but to the fact that it becomes challenging to design encounters when you don't know how many dice are going to be common. I can see this concern but I see some other areas which seem of larger concern to die inflation. I may be totally misreading something, so please check my logic here:
It looks like a Score of 8 in an attribute at the end of character generation is not going to be unreasonable for a very focused character. OK. So I want to build an archer and going through the archer tradition levels I-IV, I easily put together a character that has AGI 8 for 5 dice, +1 die for bow, +1 die for HQ longbow. OK: 7 dice basic attack. Now, in practice this character is shooting twice per turn. Once with +3 dice for Aim and once without. So 1 turn = a 10 die attack and a 7 die attack. Each of these will do 4 dice of damage.
Now this character is a bit one dimensional. However after just 550 XPs they can buy the Longsword Skill + Feint maneuver and can probably afford a HQ sword. Now they are at 7 dice basic = +5 AGI, +1 skill, +1 HQ sword and using Feint will be rolling 9 dice and doing 4 dice of damage with this weapon.
I see nothing that keeps the character from always using Feint or Aim at a minimum in combat, essentially adding +2 (or 3) dice to every combat roll when they don't want to try something fancier like disarm.
If this is the case, I feel like the Feint/Aim dice are more of an issue given how common they will be rather than allowing an additional +1 die for taking a weapon a second time (though this will give access to the additional +1 bonus for a Superior Weapon). That is a +2 to that is paid for with a skill and a pile of GPs.
What did I miss ?