TheHirumaChico
Explorer
This doesn't answer your question, but I would note that according to the official Errata, attack dice can now be traded for damage dice at a 1:1 ratio instead of 2:1.I think your example is the rules-as-written. The pool would be 6 dice less 2 equipment dice (the -2 improv ) = 4, which is under the dice pool cap.
I'm thinking of something where Skills + Attributes + Gear = 6 or more dice on a 5 Dice Cap, and the GM allows the "excess" dice to go somewhere else. For example, 7 dice pool before Dice Cap, and allowing the 2 Attack Dice (otherwise lost by the Dice Cap) to provide +1d damage if the attack roll is successful. They still are only rolling 5 dice to hit, but feel a benefit of the "lost dice" on attack.
In my game, I do not allow dice in excess of the cap to be spent on damage or other buffs/exploits. I think the point of the cap is to keep PCs and their opponents roughly on par in terms of MDP, and so allowing the over-cap dice to be repurposed would seem to violate the general intention of the MDP. That's just my interpretation, but as Morrus often says, "it's your game, do it whichever way you prefer."