Thanks! So you know where I'm at right now, all the stages are done-ish. I'm in the middle of hammering out character optimization, which has been a little tougher to get through than I originally thought it would, but I should knock that out fairly quick once I get back to it.
After that it'll be doing saving/loading of created characters and putting in character/GM utilities to add XP, change equipment, etc.
The one screenshot of the popup for doing flexible XP: I'm going to add a search/filter function to that, so it'll change. Just putting everything on one popup screen worked when the skills were relatively short. Getting through all the modules made me realize how many skills there are just explicitly or implicitly referenced in the book... and some of those are almost infinitely expandable (see "Interest" skill).
Speaking of modules... I wrote it to be, well, modular. The modules are treated as just that... separate module files that are loaded on runtime, so, with the exception of ComStar and WOB affiliation, none of the modules are hardcoded, so they can be added, altered, customized, expanded... whatever... quickly and without significant changes to the program. So I'll be able to release expansions and fixes if/when Catalyst puts out a companion book with more background options or FAQ's something... or if someone just wants to custom build a module for a homebrew campaign, they can do that too.
Same with rank files, fields... probably equipment too once I get that stuff in, so it should be very customizable
I'll also be integrating PDF utilities to export printable character sheets.
That's what I'm hoping to have completely done by the time I post it on here.
Eventually I'm looking at possibly seeing if I can integrate it into MegaMek, if the teams working on those projects are open to it. Its the reason I'm writing it in Java.
Anyway, that's kind of where I'm at and where I'm looking at going with it at the moment.