I try to use the rules as written as much as possible, to give the design a chance to shine.
Regarding high success probabilities in Combat, I had the same impression at first, when I was only considering the basic purple + defense.
That is an error.
Creatures and NPCs must absolutely use the Active Defense action cards as much as possible. I even give the Improved versions to combat worthy opponents.
Which brings me to recharge…
I run a game with rank 4 PCs. The players like the cards, the recharge and whatnot.
Behind my screen, during a typical scrap, I'll have four creature/NPC cards + around 12 action cards (Active defenses + creature actions). I printed out the basic action cards and put them on my screen, since they are all recharge zero.
Now I must admit, I do not use recharge behind my screen, nor do I use Power or Favour. I take into account recharge values and wing it. I'm usually able to remember if a creature has used it's special action last turn or not and decide if it can use it again.
I FIND THIS IS THE ONLY WAY TO USE THIS SYSTEM if you want your creatures/npcs to be fully skilled and fleshed out. They need actions. Recharge on twelve cards for 4 types of creatures is just not feasible if you GM with pace and rythm in mind.
Oh, and lastly, I use ACE as if they represent special talents or abilities these creatures have. I don't use it to represent skills. That means that Expertise will be used in a way similar to Once A Session career abilities and Aggression and Cunning represent creature talents.
As I consider that most creatures should have some skills related to their race or careers, I rule on the fly if they are skilled or not in a particular skill, if I think they are, I give them 1 rank of training.
Most of the time, in combat, only Weapon Skill, Resilience, Discipline, Coordination and Athletics will be of value. Trained Knights might have WS, Res. and Disc. for example. I just go with what feels right.
Last comment about recharge and everything. I never check if people are doing things right. If they forget to remove a token, so be it. If they realize one turn later that they forgot to remove a token last turn, I let them remove 2 that turn. I trust my players, and frankly, I don't care about lost tokens.
I find the design goal of the recharge ratings is only to cater to some kind of balance and to keep the game varied and moving along in a fun way. If you use this tool as such, without getting to anal about it, it can work.
In a future version, they could find a way to turn the card sideways if it recharges, for example. That would only give a recharge rating of 2, but maybe dividing all actions in two categories (recharge 0 or recharge 2) would streamline the game nicely. Then tokens would be used only for delaying effects, ongoing effects and such.