This might be a good chance to hash some of the flaws (in our personal opinions) that we think we see with various editions. I'm only going over the stuff that I don't care for (will become pretty obvious as I try to fairly bash each edition just off the top of my head having played each).
1e - Very out of print; career imbalances; uses boring a ss pecentile system; feels like D&D, but you're covered in puke and offal and there are hookers.
2e - Out of print; uses boring a ss percentile system; breakage for 2 weapon combat and more than one attack per round; having 5 different careers in no time flat is common and ridiculous; only the magic classes get their own love. Talents are nothing more than D&D feats (see 3e as well). No special abilities for anyone but mages/priests. Critical system waaaaaaay more complicated than it needs to be. Career compendium skipped the career entrance/exit completions from all non-core books, waaaaay too many skill categories (almost as bad as the BRP system by chaosium or GURPS); some spells broken.
3e - Recently out of print (essentially 2 years ago had they not dragged it out); dice out of print; dice not perfectly balanced for red/green for you math-obsessed types; without album sheets cards are a ***** to sort; no "players handbook 2" to summarize all post-core material (so you have to make your own); requires the player to pay attention and not just drop dice on the table like previous editions, Talent socketing is an absolutely retarded gamist mechanic, didn't get playtested long enough to clarify crap editing and instruction writing in the core box; Although can be played without any cards or chits at all (or even dice if you want a dice roller app), you have to put up with all the people that feel the need to perpetually whine about the fact that they think the game requires boardgame components.
Now, what do y'all think about those comments and do you have anything to add?