1) Working the PC-NPC-PC triangles hard. When PCs are in an "us vs the world" mode they will be able to beat the crap out of lots of things. But when they get separated, have feuds, and are not working together where the Skinner can sleep with the Gunlugger and get the +1 forward and the hold to spend without the Gunlugger worrying that the Skinner is going to bone her over... well, then it gets harder.
Did this change from the playtest doc? I still don't happen to have the end ruleset (poor as the dirt!), but if I remember right...
PC-NPC-PC triangle =/= Driving wedges between PCs.
The function of Triangles is to bring possibly disparate stories together, I do believe. Say there's a PC Battlebabe who spends her time swinging between buildings with her endless chains, beating up local toughs and freeing their sex-slaves... And a partly insane Savvyhead all cooped up in his little booby-trapped tech-tower, sucking secrets out of the maelstorm. They might know
of each other, but their two stories will be completelly unrelated if you play them.
Until you do this:
"So, Battlebabe... that tough you just offed, he's the right hand of the local warlord, Millions."
"So, Savvyhead... You say you don't have any legs anymore, right? Well, Millions still has one of them."
And there you have it! Instant connection between the PCs.
Driving wedges between characters isn't not-good per se, I do believe. It's just not it's primary function.
Re: Rolling as high as you can!
I have actually figured out a way to roll +X in AW.
Skinner +3 Hot.
Savvyhead Oftener Right
No Shit Driver / Car +3 Looks (due to Savvyhead).
Perfect Instincts +2.
As long as the MC's (and, er, Savvyhead's) answer is "drive around everywhere while wiggling your ass through the window", you can roll +9. Or possibly +10 or +11 if you get help and some sort of sex bonus.
At UF, you'd get a conga line of allies going after that car!