The rigorous playtesting phase is still going strong and entering the final stretch, things are starting to be set in stone. As far as the robots go, that is, because Intermissions aren't quite so lucky. Only the content related to Operations will be implemented anytime this year.
On the plus side, this was originally going to be a gradual series of changes (that got a bit out of hand with the domino effect) so I guess they can now be gradual-er and less sudden in general. It is also pretty cool that the robots are definitely going in first, since they are what people generally care about the most.
So what happened? Well, beyond life getting in the way and things simply taking longer than expected, I have something of a funny relationship with the rules for Intermissions: I would be fine not having like half of them at all. Don't get me wrong, I'm proud that it is simple but still crunchy, I love that it does not get in the way of but in fact enables the real meat of the rules, and its great to see how empowering it generally is while still presenting relatively balanced options. I like how it came out, flawed as it may obviously be - I am rewriting it after all.
But that does not change that I would be fine with just rolling base attributes for everything, with a couple advantages or disadvantages maybe, and calling it a day.
This is, obviously, not as fun a prospect for everyone else as it would be for me, so it takes a little bit more work than asking myself "What would be really, really awesome if I were this PC?". Worse, that approach works great for the robots but there's a lot of playstyles and design concerns to juggle in what is a 'generic' roleplaying system that has to stand on its own and do a little bit of everything but not lean too far in any direction.
Without going too much into detail, right now (as in, v1.33) the rules for Intermissions are longer than those for Operations, after taking into account that a lot of the rules for Intermissions are shoved into the Character Creation chapter
I am expanding them, I'm not actually taking out content, nor just changing it.
And when I have to get playtesting done? I would rather playtest the Mecha about 90% of the time because that is the part where spot-on rules matter the most. So when something doesn't play as well as it reads or has some other issue, it better not be fundamentally game-altering because boy there's a lot to change afterwards.
Well, I have to change something pretty fundamental, so it is going to take some time to get it right.
I could throw what I have together and slap it all on top of the cool new stuff that I know works, but I would rather take some extra time to get it done properly. So don't expect anything groundbreaking there (beyond Themes/Powers, which are more on the giant robot side of the equation anyway) yet, but if you want the real crunch of the game to be more fine tuned, expect something badass coming your way next month.