I play SM2, so I’ll throw in what I think, but there are a few things I don’t use.
Stacking armor is a problem. I don’t know of any rules for it.
A set of rules for enhanced equipment was published on the felix café years ago:
http://cc.oulu.fi/~count/sm/FelixCafe/
I have played around with a similar system, but slightly different formulas.
I agree with markc. You may not combine shields.
I think I’d reduce the DB from medieval shields drastically against modern weapons. Never used them before so I have no numbers for you.
It really depends on what style you want. If you see powered armors as huge things like battle mechs then I’d use them as vehicles. If you see them as super armors more like Ironman then I’d regard them as AT20 with different modifiers. Perhaps give them a DB bonus if you want them to have better protection than a regular AT20.
Most of the attack tables are expended beyond Mark V, and these sections are for Mark V against RM armors. I simply use that as Mark VI. I have also made my own exertions beyond Mark VI, based on the numbers in the attack tables. Remember, a projectile weapon at PB with special ammo may increase 2 Marks:-D
SM2 and SM:P are quite interchangeable, so much of this should be ok. SM:P pays a lot more attention to details of Tech Level, so you should consider this when putting stuff into your campaign. Also, make a reality check on weapon ranges and modifiers just to make sure.
The space master races are not balanced at all, and I like it. It is up to the GM to allow a Trans XII in play. I’m not aware of any alien background option table, so I guess it’s all up to the GM… I feel like the number of background options sort of reflect on the social benefits the race can expect. So the Replicants have few since they are social scum, and the transhumans should probably had more, but it’s set to 3 for an attempt at a little balance.
-Terry