There are a few editorial mistakes that I need to fix, mostly concerning example characters, and I could do that right now and leave it at that, but I could also just as well ask what do people think about the game in general and see if I should change anything else while I'm at that.
The one thing I am more or less sure I want to touch up a little are Modules.
After limiting Enhancements, Modules are the last thing up there in the list of 'things too good to not always get'. Now, they can be Maimed, which has always been their one balancing factor to compensate for their reduced cost, but much like with Sub Units they are always good to have around for basically every character... And since they're just stat-ups that's both powerful and boring. Not a good combo.
With that said, Modules are the only way to represent Alternate Forms with different statlines, they make crafting Grunts a lot easier, and of course sometimes you just want to make the guy who really really is the fastest or toughest and they let you do that. They need to exist, and also to be affordable.
Possible workarounds include making them only applicable to Alternate Forms, making it so you can only grab 10 UP of them, and making them join Sub Units in costing up Archetype slots. Those are the quick and easy solutions, and they need not necessarily be exclusive to each other.
A slightly more involved one is to merge the four existing modules into two, a Speed Module for Evasion and Accuracy and a Power Module for Armor and Penetration. It could cost 10 and grant +2 to both Attributes. Either option keeps them affordable while reducing their power level (slightly) and making the Evasion and Penetration ones less exploitable due to the increased cost.
Or I could leave things as they are if it really is not as much of a problem as I imagine it is. Feedback would be appreciated.