Kim:
As far as I can see narrative combat is a coin toss.
Take a person with 20 years combat experience who trains for 4 hours a day with armour and weapons and a child with a rubber knife and it's a straight coin toss to see who wins the fight...
I might be missing something but in the above example the 20 years combat experience fails half the time, succeeds badly 1/3 times, and only succeeds 1/6.
Remember that during Narrative sections these rolls would be affected by Action Ratings on the dice pool. In this case, let's assume the combat expert has
Smash 3, in which case you're rolling 3d6 and taking the highest roll for your result. The chances of rolling a clean 6 is just shy of 35% in that case, and obviously much better for a limited success. Bonus dice can also be added if the situation calls for it, adding up to an additional +2D if the situation warranted. So if the story has made this battle between the combat expert and the child truly dramatic, interesting, and necessary, the combat expert still has a significant advantage.
Kim:
Tactical combat looks a little strange too. For example no matter how experienced you are, or how tough you are, you fail your saving throws on a toin coss. So take Conan the barbarian and the aforementioned child, expose them to the same risk and each tosses a coin to see if they survive
This one is a correct reading of the rules as written - saves are unmodified 1d20 rolls with 10+ a success. That being said, ICON does not seem to have save-or-die abilities for enemies, and the Recover mechanic allows a character to re-attempt saves against all hostile conditions they currently have.
This is, unfortunately, one of the instances in which the narrative rules and tactical rules don't talk to each other in ways it seems like they should. If the RAW is truly odious for players, I'm comfortable house-ruling save rolls to be modified by the character's Endure action rating.
Does that sound fair?