No, it doesn't. The reason why is that the calculation depends on knowing what the "typical" attack damage is for a given character. That's fairly hard for the program to determine.
Firstly, the choice of which attack is typical is subjective. For some characters it would be fairly obvious, and for others not so much. Some quite unconventional things could end up being considered typical attacks.
The second reason is that some of the damage values are not strictly numbers, they're text. The best example is ranged weapons, but there are others that would be difficult for a program to determine a correct numeric answer for maximum damage. Some values include actual text information that would have to be filtered out.
Also, the text in the first paragraph and the second bullet point shows how subjective the decisions about which abilities get counted and which don't is also subjective. Counting Combat Edges is easy, but "special abilities" is more open ended. If it's just combat-related special abilities, that also a subjective judgement since special abilities don't have "Type" categories. It makes it a lot harder to count them.
That being said, it's possible to add the values and interfaces needed to make this calculation easier. The easiest way might be to have a place where the user could enter a numeric value for the maximum amount of damage the character can do with their typical attack. Perhaps two new derived traits, one for the character's maximum typical damage (MTD), and one for Combat Rating (CR), with MTD manually entered and CR being figured?