I'm not pleased, how martial arts and is handeled in the CODA system.
Martial arts are represented as edges that can be taken during advancement (see starfleet operation manual). It's a nice system but it has its problems, certainly in a great universe like star trek. What I mean is, that there are a million possible martial arts out there. And each of these martial arts are based on the use of the following basic combat maneuvers: Attack, Block, Disarm, Feint, Grab, and Trip. So instead of constructing millions of edges covering all martial arts of every possible species, they should expand the combat rules (see combat manuevers above) and create a universal Martial Arts system based on the skill, and that has only 2 possible edges: Martial Arts (expanded to work with weapons also), and Black belt. I'm working on this sort of system for my gaming group. I will post what I already have created on the board (More is on the way but i've got not much time: my first child just got born), and every comment is welcome.

Martial Arts Skill (Example of names: Judo, Mok'bara, ...):
Creation of style: When a new MA is created, the creator gets get 2 points wich he divide between the basic combat maneuvers (Attack, Block, Disarm, Feint, Grab, and Trip), for a maximum of +2 on the same maneuver. The creator gets 1 extra point for every Maneuver he eliminates from his style (Attack and Block may not be eliminated). These points are bonuses the character gets when using the specific maneuver.
Advancing In the style: At level 6, 9, and 12 the character may select a manuever that his style knows and hee gets a +1 when he ecxecutes that manuever. Further, the character must take the Black belt edge (prerequisites: Martial artist, Martial Arts skill rank of 3) every times you want to raise your MA skill by 3 ranks (past 3: see prerequisites) (so when you reach 12th level you must have taken it at least 3 times).
Example: The character wants to create a Style called Pa-chi-ko (alien MA). He disides that it is a defensive style and it has no Grab manuever. So he devides his 3 points (basic 2 points + 1 extra point for the eliminated grab manuever) the following way: +2 Block, and +1 Disarm.

New and revised Combat Maneuvers (not all manuevers are finished):

Block:
Success = You have blocked the weapon.
Extra-ordinary success = You get an extra free action directly after the block at a action cost of 0 and no multiple action penalty. This action can be used for the following maneuvers: Attack, Disarm, Grab, Nerve Pinch (-5 mod), Trip.
Unarmed vs. Armed:
Success = You have blocked the weapon but you suffer the weapons minimum damage (1 on all D6 + Str mod).
Extra-ordinary success = Extra free action (see above) + you suffer no weapon damage.
Armed vs. Unarmed:
Success = You have blocked the unarmed attack + the attacker suffer your weapons minimum damage (1 on all D6 + Str mod).
Extra-ordinary success = Extra free action (see above) + the attacker suffer your weapon damage.

Disarm:
This attack action allows a character to disarm a foe, making his weapon fall to the ground. The character makes an Unarmed or Armed Combat skill test to hit the target. If this attack succeeds the character and the target must make opposed skill check (Armed vs. Armed or Unarmed vs. Armed) at an action cost of 0 and no multiple action penalty. The character gets a –2 penalty when unarmed and the person with the largest weapon gets a +2 bonus on the opposed skill test. If the target fails the opposed skill test then his weapon falls to the ground 1D6 squares in a random direction (roll 1D8 to determin the direction).
Extra Ordinary Succes = The character determines where the weapon falls.
Disastrious Failure = If you are unarmed then you suffer the target’s weapon minimum damage (1 on all D6 + Str mod). If you are armed then your weapon falls on the ground 1D6 squares in a random direction.

Trip:
This attack action allows a character to trip or unbalance a foe, making his opponent fall to the ground. The character makes an Unarmed (or Armed) Combat skill test to hit the target. If this attack succeeds the chracter and the target must make an opposed skill check (Gymnastics (Balance) vs. Unarmed or Armed) at an action cost of 0 and no multiple action penalty. If the target fails the opposed skill test then he falls to the ground, taking no damage but suffers the penalties for bieng prone until he gets up. Getting up requires one action.
Extra Ordinary Succes = The target also suffers the unarmed damage (1D3 damage + Str mod.) or the weapons damage.
Disastrious Failure = The attacking character falls to the gound, and suffers the appropriate penalties (see above)

Grab:
This attack action allows a character to get a hold on the enemy. He makes an Unarmed combat skill test to hit the target. If he succeeds, he grabs the target, who now suffers a +5 TN modifier to any action other than trying to break free. The Narrator may rule that certain actions are imposible instead. The attacker keeps hold of the target until he releases the target or breaks free. To break free the grabbed character must use 1 action to win an opposed Strenght test against the attacker. While the attacker has hold on the target, he may do anay of the following as an attack action with a cost of 1, with making the appropriate cheks.
Extra-ordinary success = The character immediately gets one free attack action at a action cost of 0 and no multiple action penalty.
Disastrious Failure = The target has grabbed you as a free action

-Injure Opponent: The attacker makes an Unarmed Combat Skill Test to hit the Target. If he succeeds, then the target suffers 1D3 + Str modifier damage.
Extra-ordinary success = 1D3+2 + STR mod
-Attack with one small weapon: The attacker makes an Armed or Ranged Combat Skill Test to hit the Target. If he succeeds, then the target suffers the Weapons damage.
Extra-ordinary success = Weapons max damage
-Pin: The attacker makes an Unarmed Combat Skill Test to hit the Target. If he succeeds, then the attacker gets a +3 to the opposed Str test when the target tries to break free.
Extra-ordinary success = The attacker gets +5 to the opposed Str test when the target tries to break free.
-Throw: The attacker makes an Unarmed Combat Skill Test to hit the Target. If he succeeds, then the target falls to the ground, doing your unarmed damage and suffers the penalties for bieng prone until he gets up.
Extra-ordinary success =
Special = If you let yourself fall to te ground just before the thow, then you can use that momentum to throw your target one square in any direction. Dooing the same damage, but you loose the grab.
-Disarm: The attacker makes an Unarmed Combat Skill Test to hit the Target. If he succeeds, then the target is disarmed and his weapon falls to the ground where the charater whises it.
Extra Ordinary Succes: You hold the weapon when you have successfully disarmed your target.

Thats all for the moment, but any help and ideas are welcome.