On my todo list:
1) Redo the vehicle table. Now have a spreadsheet to keep the costs and mass constraints accurate. have raised mass and price of many vehicle weapons. RELEASED version separately
2) Sensor systems - rules on sensing through barriers etc DONE and with alpha playtesters
3) Adding in software talents for AIs/virtuals, expect upward adjustment of Robotic talents giving stat boosts, changing rules on robot hits to make them closer to biologicals DONE
4) Linked weapons fire rules and coordinated attacks for vehicle combat system DONE
5) Correction to NPC table to cope with mandatory subskills ruling, notably Vehicle skills DONE
6) Increased prices for improved versions of low cost equipment UNDONE as it didn't survive alpha testers. I've put a banning rule on improving equipment that already gives out numeric bonuses.
7) Introduced a Command telepathy discipline ("These are not the droids you are looking for") and tweaked Control description. DONE
7a) Command reworked to Suggestion. Clouding, Control, and Scan reworked. All telepathy field disciplines rejigged to avoid repeating the whole own species/alien species material in each Discipline DONE
7b) Now only allowing either Mental Focus or Extra PEPs to be used in activations. If an activation using extra PEPs is fumbled, add the extra number of extra PEPs used to the fumble roll. Also extra PEPS limited to buying off Tier penaltiesDONE
7c) New talent added: Split Concentration allowing a psi to concentrate on two already active disciplines simultaneously. DONE
7d) Wipe reworked. DONE
8) Reduced time-frame for genetic augmentation and allow characters to be up and about, albeit at penalties, after first-quarter of time is done. DONE
9) Created High Gravity Training talent to offset some high-gravity penalties. Worked better than a new skill. DONE
10) Waiting to see if the consensus is we should collapse Aerial Combat into Flying. DONE
Best wishes,
Nicholas