After a lot of tinkering around with the starting numbers from Natures and Chassis, and no matter how much I actually wanted to do away with them to allow people to spread points however they wish, I only made them that much more important.
The main reason they exist is that thanks to them I can give people high starting numbers compared to those of NPCs. The moment I am to take their automatic allocation away then we start to fall to traditional RPG trappings such as diplomancers starting with Empathy crazy high enough they never fail anything ever, and unmovable mountains with Armor that is impossible to pierce.
While I do like the running theme of "character options mostly come in fours as long as they aren't aberrant*" the real reason for the existence of these starting handouts is that they are more easily balanced next to each other than characters entirely made by hand.
I want the numbers to be customizable from the get-go, but ultimately your choice of Nature or Chassis (and really, every choice taken during character creation) should be fundamentally defining. This has as much to do with game balance as it has to do with accurately representing the fiction the game is actually about. You don't see, after all, the big bruisers becoming faster than the agile tricksters with frequency if at all (or if you do, it isn't permanent) and the smart guys retain their role from start to end.
You can, of course, grow out of these choices and expand what you can do, but should you choose to specialize and play to the cliche then you should be noticeable better than someone who didn't start out with your archetype.
What this means for the robots:
Enhancements can be taken from the start, and Chassis both include Accuracy and Penetration modifiers to them. So if you want your robot to be the most accurate you can establish it as such from the very beginning. Next is that since Accuracy and Armor are better than their counterparts, they are more expensive and their starting numbers are lower. Starting Energy is, on average, higher than previously but it is more expensive than Threshold increases as well. All Enhancements to your Chassis have incremental costs.
What this means for the pilots:
You choose one of two sets of Genre Powers from your Nature, and then one other set that can be from any of the others or from your own. However, Natures no longer have any starting Traits. This means you can have an Ace with their usual speedy goodness, but with the endurance that is usual of Prodigies, in place of their offensive silver bullet-esque Powers. Additionally, we add to the array of Fitness, Intellect and Empathy the new stats that are Awareness, Willpower, and Resources. Awareness and Willpower play a defensive role, Awareness replacing the bonuses from Genre Points and Willpower combining with your other three Attributes to give you your Plot Armor. This means the Grit/Drive/Wisdom triad is going the way of the dodo, everyone say bye!. Resources, meanwhile, handles your Wealth, Equipment and Contacts. I will probably make a post about Resources later.
*: Chassis types are becoming four now as well, with Dynamic and Hybrid merging into one.