I want to say that to start with that I am a large fan of the overall concept behind the Envoy. It was capable of powerful support based on planning and charisma in SF1e, and there are some hints at genuinely interesting choices in the new Envoy.
The problem is that everything feels very locked-in. You have very few good actions to choose from, and your base loop takes up so much of your turn. Options you get are not something you use every turn for the most part, but are very specific contextual abilities with cooldowns. You get a few directives, but fundamentally you are just going to have a choice between 'get in there' and 'get em', with very limited alterations on attack+directive+basic supporting action. The abilities based on all these things are very limited, but I feel there is still a path forward for the Envoy to be better, but it will be a more difficult path than for the other classes at this point.
I am going to break down how much Power the class has, what that means for its Power budget, and what might be interesting ways of exploring some choices for the class.
Currently, as a basic martial, the class has a -3 to hit as compared to an Operative (about -2.5 tbh). An operative uses an action to add 1d4 to 6d6 damage while effectively increasing their ability to hit by another +1-4. Just comparing the DPR of the Envoy to the Operative, we are looking at approximately 61%-114% DPS, boosting 3 allies who dont have a way to get that variety of bonus to 25%-80% at high level, increase to more than about 2.1x on turns where they use 'show me what you got' at higher level. In theory this actually seems relatively even, but they are *so far* behind the Operative in personal DPS, while needing to attack to give allies a benefit, and without many good other options even when they get the ability to do something else.
Still, the bonuses they get definitely have potential. In a party of 4, they are realistically contributing as much as the 'traditional' martial.
The difference is not one of numbers, but one of other capabilities. That Operative can
Reload and Move
Gets unique capabilities based on subclass
Can Aim and move
Can attack and enter cover.
etc
Even at level 6, the Operative has gained an Assortment of abilities, that let them every turn get *double action-economy* on nearly every action they take, and make special attacks with trade-offs. Meanwhile, until *very high level*, the Envoy must do the same loop every time to get parity effects, and the options the class gets are often on cooldowns, while not even being more effective.
Currently You Get:
Trained in 8+ Skills
Basic Martial Proficiency
A bonus skill feat
Get Em
The ability to investigate specific individuals to get a minor bonus and initiative advantage
Your Early feats are giving action or reaction options, but are not increasing the density of your choices or compressing your actions at all.
Lets imagine 3 lines of Envoy Feat, related to attack, movement, and 'skill'. Each is designed to fulfill the fantasy of 'Striker', 'anything'(supporting all kits), and 'Support' focuses for the class.
Lets imagine that Get Em is just one of an initial set of Directives, one for each Style, and that you can get feats at certain levels to gain access to other style's directives.
Now, admittedly I just had some fun with it making a set of directives and capabilities I think would be interesting here. Realistically, the level 6 is too good if it gives a free action under certain circumstances, so some other class features would need to be reduced a bit, but ultimately I found these examples fun.
1: So lets imagine 7 Directives
From the Front Directive: Get in There! (adjusted)
Everyone may spend their reaction to step or stride half their move speed.
Follow: If you move, gain a +2 circumstance bonus to your next melee attack this turn, adding your charisma bonus to the damage increasing by 1 at levels 5,10,15, and 20.
Act of Leadership: Once per turn, when you move adjacent to an enemy or raise a shield, you may issue a one-action directive as a free action.
From the Shadows Directive: Prepare to Pounce
Everyone may spend their reaction to take cover or hide
Follow: If you do this, everyone who follows receives your CHA Mod as a circumstance bonus to their next attack from cover, increasing by 2 at levels 5,10,15, and 20
Act of Leadership: Once per turn, when you hide, sneak, or take cover you may issue a 1-action directive as a free action.
Guns Blazing Directive: Get Em
No Changes
Act of Leadership: Once per turn when you make a ranged attack with MAP or make an area/auto-attack, you may issue an directive as a free action.
In the Spotlight Directive: Dazzle Them
Those within 100 feet of you get a +1 circumstance bonus to Demoralize, Feinting, and Performance checks. If they perform any such check, this counts as preparing Aid for any ally's attack using the same skill for their aid roll.
Follow: If you use one of these skills, gain an extra reaction for your Aid reaction. If you aid a strike in this way, it gains a circumstance bonus to its damage equal to your CHA, increasing by 2 at levels 5,10,15, and 20.
Act of Leadership: Once per turn when you roll perform or issue a directive, you may issue an directive as a free action.
Hotshot Directive: Book It
Every ally receives a +5 Status bonus to speed and a +2 Circumstance bonus to their AC against attacks while moving. Increase the speed bonus by +5 at levels 7, 12, and 17. Increase the circumstance bonus to +3 at level 12.
Follow: If you do this, your circumstance bonus lasts until your next turn.
Act of Leadership: Once per turn when you Stunt, Take control, or move more than 30' in an action, you may issue a directive as a free action.
Infosphere Director Directive: Use their weakness
Choose a target. When an ally deals damage to it, triggering a weakness, or targets their weakest save, that ally gets a status bonus to their damage equal to your CHA, increasing by 1 at levels 5,10,15, and 20
Follow: If you would trigger this, each ally attacking the target deals 1 additional Damage of any damage type of your choice. Increasing by 1 at levels 5,10,15, and 20
Act of Leadership: Once per turn when you Recall Knowledge or Roll Computers, you may issue a directive as a free action.
Through Desperate Times: Live!
Every ally heals 1+CHA additional health to a single target when they perform an action with the healing trait, then the target becomes immune to this bonus for 10 minutes. If the action affects many targets, the user chooses only one to get the bonus.
Follow: If you use an action with the healing trait, double this bonus for the target, and heal yourself with the bonus as well. You both become immune to the bonus healing for 10 minutes.
Act of Leadership: Once per turn when you Administer First Aid, use Battle Medicine, or use a healing item on an ally you may issue a directive as a free action.