Let me put it this way: the notion that it has recharging abilities puts me off. I was never fond of "limit breaks" in Final Fantasy, and the early discussion of 4e bringing per-encounter martial exploits to the game was something that sounded unappealing even before the details came trickling in. While the idea of abilities being summarized on a card is appealing, the idea that the rules actually fit on the card is troubling. In general, I view "exception-based design" as a necessary evil.
The nice thing about WFRP3e is that you can build a perfectly valid character with no recharging actions (well, it'd be awkward to build a character without any of the active defenses, but I doubt you'll much mind the recharge on those).
Once you've got your race and your career, you have a number of creation points that you can spend on different things:
•Characteristics (equivalent to D&D ability scores)
•Actions (similar to D&D 4e powers. Some have recharge ratings but others can be used constantly)
•Talents (similar to D&D 4e feats, some exhaust and must be recharged, but others offer passive benefits)
•Skills & Specializations
•Wealth & Equipment
So if you prefer the old-school fighter that just swings with his sword every round instead of using these new-fangled maneuvers, then sink your points into Characteristics, Skills, and/or Wealth, and just use your basic melee strike action every round (and your catch-all "perform a stunt" action when you want to do something cool and different).
Also, on an unrelated note, I have to share the following condition card from the adventurer's kit:
Intoxicated
Lingering Effect
Add 2 misfortune dice and
1 fortune die to all checks.
Being drunk usually makes you worse, but sometimes it makes you better. how cool is that?