Just gonna repost my thoughts from the Team CASE thread here for discussion purposes:
So upfront: The book looks great and your redesign is awesome. The only thing that bugs me is that the background image for each page cuts off slightly before the margin at the left side. Otherwise that looks awesome. I'll go through and check for typos and stuff, since I imagine there are still some left over from my draft, but it definitely looks good and reads easy.
Aura: still a fan of this method of aura soaking and the changes you've made to it are a dramatic improvement in terms of quality of life and game balance. No real complaints. I'm fine with starting off with a single use of your shielding as it still lets you stack your defenses. 2 x rank seems excessive (legendary characters with a large enough power pool could soak well over 100 points of damage), but I'd be fine with 1 + rank as well for fine tuning purposes. It also doesn't feel like it will just turn combat into a slog of hitting each other over and over until someone finally runs out of Aura, which was my other big concern.
Semblance: Okay, you and I obviously don't see eye to eye on how semblances work, but your method is vastly superior on game balance, so I'm okay with it. I still feel some type of way about it (how would you stat Yang? Warrior's Gift giving her the Don't Git 'im Riled edge from Deadlands is the closest I can see without use of power triggers or modifiers from the Superpowers Companion) but balance does have to be taken into account and there were some potentially game-breaking uses of Semblance with the original system (nothing *truly* broken until you could stack powers--but by Veteran somebody could have taken, say, Quickness/Intangibility, taken a hold on the first action, attacked and then disappeared and been untouchable every round as long as they could make a basic spirit check) so something had to give there. I'm still mulling this one over as I'm fairly attached to modifiers, but this wins on playability by a mile.
Weapons: This probably needs the most tweaking.
I am not a fan of a base damage of 2d8 for ranged weapons, I would support that being a 4 point weapon mod (calling it, say, Loaded for Bear or Heavy Rifling, and bringing the Extra Damage mod down to 3 points). I'm also not a fan of medium range for free. It seems a little too heavily weighted to ranged combat right now. Melee combat should be advantageous in some ways (damage, edges) but the tradeoff is that you are in range of Grimm, which tend to be deadly in close quarters. (I think I brought this up during recruitment, but honestly if Remnant didn't run on Rule of Cool, everybody would be a sniper and nobody would ever fight Grimm up close. Like, seriously, why would you? That's my justification for leaning a little more heavily on melee weapons)
I don't honestly care for Universal Mods either. It seems a little too easy right now to build a ranged character, spend all of their melee points on universal mods and get a super-sniper for low cost (there's also nothing stopping me from taking every negative melee mod and then dumping the points back into Universal Edges that benefit my ranged weapon. In effect I could have a primary ranged weapon with 13 points of universal mods from my secondary melee form and just never switch). Balancing each form separately seems to make things a little easier.
I'm going to mull weapons over and try to figure out a middle ground there. Overall, big fan of everything and fine with it all except the weapon balance changes. Thanks for putting in the elbow grease, Rungok. :)