>>96021739 (OP)1e needs a few tweaks to be great.
The big one is how Drama Dice convert to exp. Under RAW it encourages hoarding of Drama Dice as they turn into exp at the end of the session so spending them to do cool stuff costs exp and it also double penalizes Sorcerers (besides Glamour) because every time they use their expensive as fuck advantage they also lose exp. My solution is that they convert to exp after being spent, so players are encouraged to use them, creating a flow DD in that you get them from doing cool stuff and use them to do cool stuff.
In my games I adjusted the prices and advancement of Swordsmen Schools and Sorcery down a bit because I noticed no one took them in favor just being trait monkeys. Sorcery I made 15 Half Blooded and 30 for Twice/Full Blooded. I lowered the price tag for Schools to 15 for Natives and 25 for Non-Natives. On advancement I moved Journeyman/Adept level to Rank 3 in the knacks instead of Rank 4. This allowed Half and Twice bloods to access their Sorcery's signature thing (under RAW only Pyeryem manages that), but leaves true mastery to the Full Bloods. These changes were enough that my players started buying Schools and Sorcery, not everyone had them, but I went from none to about half the players taking them.
The only in play tweak I used was I allowed to players to voluntarily fail a Wound Roll after they made it, to wipe flesh wounds and take a single dramatic wound. I allowed it to give players a little agency in combat, they could press their luck if they wanted to try and avoid a Dramatic Wound but could play it safe if they wished.