I don't like the idea of starting new characters out with a whole bunch of abilities, traits and skills, like the rulebook would have us do. It makes the game seem overwhelming for new players.
In my campaign, I restricted the players to their normal skill allotment, but then I only let them pick one ability card (and of course they can use all the basic abilities too). This way, when they level up, they're already comfortable with the abilities they have, and so getting new ones is easier to grasp.
Sort of like how a 1st level D&D player gets 1 spell, or 1 feat. I wouldn't start my D&D players out at level 5 - they wouldn't know what to do! Similarly, if you let new players have the basic abilities AND like 6 other ability cards, they won't know what to do when their turn comes around; it'll bog down combat as I have to explain every card to them over and over.
If anything, I wouldn't mind getting rid of the cards altogether. I want this game to be simple. The dice system is already confusing, as you have to spend 5 mins interpreting the dice after you roll them. It eliminates the "Yay I rolled a 20!" and "Darn I rolled a 1" and replaces those feelings with "Ugh, what do all these skulls and hammers and chaos stars mean? Did I hit?"
Anybody have house rules that simplify things for new characters?