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I think these changes are heading towards a better and more engaging direction.
Magic Items having base effects, and using Points to boost their effects is something I've been calling for since Resonance was announced. Lessing the base effects compared to the older system and PF1 makes sense as well, so agreement there with that change.
I agree that Resonance is a good way to reign in the number wearable magic items, while removing the limits of the slot system, i.e. more freedom to choose which items they want and more freedom to create items that don't quite fit the old body slots of PF1. One example I keep going to is you can now create a Mandarin-type character with 10 magic rings. I'm quite happy to see the system changed this way.
However, I don't think having a flat pool of 10 RP is the way to go. I feel that a pool that scales with power/level would be more interesting. At every level up, you would feel more excited now that your RP pool increases, and you could look forward to acquiring new magic items in the future. It would limit low-level characters from being over-boosted with magical gear (which may be good for some groups, bad for others depending on how they like to play the game). Having the unchanging pool would feel like a boring part of your character, which grows and changes everywhere else.
In addition to that, you might be able to have different RP investment costs depending on how powerful the item is. It woudl give players some additional decision-making as to how they want to kit out their character. Invest in multiple, low-powered items, or go for a single big one? Another idea is that you could have magic item sets: a magic belt X and magic gauntlet Y each cost 2 RP to invest, but if you have both, reduce the total RP cost of them both together by 1.
I do hope non-Charisma based classes will have means of refreshing Focus points (as mentioned in the blog; actually, even Cha-based classes shoudl have refresh methods, just not as frequent). I also hope that the refresh method for each class is different and tailored to the flavor of the class. For example, in PF1, Grit can be renewed by delivering a critical hit on an enemy or downing an enemy, very appropriate for the Gunslinger. Panache can be renewed similar in concept with a critical hit with a light or one-handed piercing melee weapon. Although not the same thing, but similar, in Dreamscarred Press' Path of War, each initiator class has different ways to spend a turn to regain maneuvers (Stalker spends a full round to recover and move his speed with bonus to AC and next attack adds deadly strike; Warlord can perform a gambit action successfully to recover a maneuver). I feel it'll be important for characters to have some method of recovering Focus Points if they have to use them for both their powers and to activate magic items.
Anyways, those are my initial thoughts on the changes. Looking forward to testing them out.