Quite a while ago I ran a Maelstrom game for a few friends, and we weren't really satisfied with it. One of the main problems that we identified was that the attributes start too low for most characters to do even the things they're supposed to be good at very well.
With 10 Attributes (including Missile Skill) and only 50 points to spend, no character is going to be too good at anything. And with a max starting score of 50, even a min-maxed character only has a 50% chance of succeeding at their area of expertise.
There was only a single combat in the game I ran, and two of the three PCs were Mercenaries. However, the combat took absolutely ages because combatants were rarely hitting, and if they did there was a chance they'd be parried. Eventually the PCs won, Francis Walsingham was rescued and the fiendish Spanish agents were foiled, but everyone agreed that it was simply too hard to do anything in game which required a roll. Also, XP wasn't accruing rapidly enough to offset this.
I'm planning on trying again, but I'm going to give players 100 points to spend, with a max of 30 points into an Attribute. I should add that I am very much a fan of under-powered heroes (they're more heroic that way) and dislike high-level roleplay games, but to us, the starting power of Maelstrom characters was almost unworkable.
What do people think? Once I run a game, I'll see if I think the characters are too powerful or not, and report.