I've been so used to these new rules that I forgot all about the hubbub that was brought up in the early days of these forums with the bonus dice. With the Kickstarter bringing more publicity to Torg Eternity, I shouldn't be surprised to see it come back.
I've run a few demos with the new rules. The bonus die is pretty intuitive for new players. It does add a tiny extra step in determining damage. In oTorg, a player only had to say, "My Melee skill is 13+5, and my damage is 12+5." In Torg Eternity, a player has to know if it's a Good or Outstanding success before rolling dice. It became second nature as GM for me to announce what kind of success they get, and the players in those demos instinctively grabbed the bonus dice and rolled them.
The only stumbling blocks I encountered during these demos are:
a) Treating a 6 as a 5. I purposefully chose d6s with a symbol or logo on the 6 so that there technically are only five numbers on the die. The Kickstarter shows that the official Torg dice will have a symbol as well. This didn't take too long for players to get used to. It's only early in the demo when a player expects the bonus die to act like a standard d6.
b) Weird results when attacking two vastly differently combatants. Say you want to kick the mook in front of you while firing off a shot at the gloating mastermind on the pyramid. You have to compare your kick to the mook's Melee or Unarmed defense and then compare your gun to the mastermind's Dodge. It's conceivable that you might get a Good result on the mastermind and an Outstanding success on the mook. So now you have to roll one die for the mastermind and then add a second die for the mook. This has happened in one of my demos, though it's not commonplace.
So it's not perfect, but it captures the cinematic feel of the universe. It brings in a bit more swinginess, so the Storm Knights have a chance to bring down the big bad quickly, but Storm Knights are also aware that the same could happen to them. That mook over there could roll exceptionally well and knock a protagonist out of the fight.
One thing I've learned from observing these fights is that Storm Knights should aspire to achieving at least a Good result in combat. Unless the base damage is significantly higher than the base Toughness, a normal hit is just going to result in one or two Shock. You want that Good result so you can roll higher damage. Of course, Possibilities are a limited resource, so you may have to suck it up and keep your normal hit.