I agree with Captain Fluffy. The hardcover Guides are aimed at giving you a more traditional rpg experience, and include guidelines for doing without all the bits and pieces. And they include information for all the careers in the Core, Adventurer's Toolkit, Winds of Change (magic), and SIgns of Faith (religion). Those and some dice will get you a playable game. But it is not the most fun version of the game, as far as I'm concerned.
My group doesn't use all the chits and stuff...we use dice to track stress, fatigue, recharge times, etc. But there are things I couldn't imagine doing without. Progress trackers, action cards, and so on. I've worked in the game design industry, and I wish I had thought of some of this stuff...lots of traditional games could benefit from FFG's design philosophy. This is a relatively high crunch game you can play fast and smooth, almost without referencing the books once you have the basics down, because the components do the work for you. And sure, you could write all the information from your talent and action cards onto a character sheet, but at some point you're just duplicating the work FFG has already done for you.