Reactions, specifically Blocking (page 59)
As the system is currently modeled, defending against both a close combat or ranged attack involves losing your entire turn if you still have one left. Defender can't wait to see if the attack hits or not. They have to sacrifice their turn right away. The defender gets nothing in return for doing so.
Now losing one's whole turn to defend in itself is not a bad thing if it's a contested action that allows a defender to get something out of it.
The best example would be The Electric State, another YZE game that uses the exact same Attribute+Talent system that Coriolis Great Dark uses, so it's a great comparison. In that one, for close combat, there is one very notable difference: if the defender wins the contested roll and surpasses the attacker's roll, they actually are the ones striking the Attacker instead of the other way around. It's called Fight Back on page 80 of that book. This is also similar to how close combat works in Blade Runner. Without a Fight Back style mechanic for close combat, assuming both have equal luck of the dice gods, the character who wins Initiative wins the fight *each and every time*. It stops being about skill and becomes entirely about who drew the better initiative card. A white belt Karate child who constantly wins Initiative will consistently win against a seasoned Ninja who defends unless the Ninja makes the conscious decision to not ever defend and instead chooses to just attack, hoping to land harder hits than the child.
So what will happen, what HAS to happen, is that no one ever defends in close combat. Ever. It'll be like watching a Rocky movie where Rocky and Drago just hit each other in the face over and over until one or the other drops to the mat. That ... is really boring, lol.
So yeah, please change close combat blocking to something similar to the Fight Back mechanic in Electric State. Everybody likes close combat when it's fun. Blocking and getting nothing in return is not fun. I'm pretty sure many people would house rule it to work like Electric State if it's not changed in here.
Ranged attacks follow the exact same method in both games in that the defender gets nothing. That being said, I'm okay with it because Cover is a thing. Dodging bullets without any cover should be rough, plus it's not like they can deflect a bullet a la Jedi. So it makes sense that the defender gets nothing in return. The goal in firefights is to find cover and then use that cover to attack on their turn, hoping their cover absorbs the bullets before they reach their squishy bits.
Thanks for reading.