Anyway time to get this thread back on track.
I will say it again I don't have many issues with the mechanics of AToW itself.
The core game runs fairly well, it's the front-end load of character creation and some of the overly generic rules that make it a no for most of my players.
Some Of the thing I feel would fix the system are;
1. Readjusting the character creation to a lower point total. One of the major issues I have found players have with the system is 5,000 points is just to many points to effective monitor and have fun in the process. It makes the act of character creation seem more like work then entertainment.
2. Partial Skills/Traits need to be looked at again. While the idea of partial advancements seems to add flavor to the paths, in truth it is normally ignored and the points are just reassigned during optimization. Making it a complete waste of time, and just another exercise in inventive ideas leading nowhere. A suggestion here would be to add a suggested Trait line to the modules. This would allow for major traits at or near full cost included in the cost of the package, and a spot for minor/flavor traits that the player can pick up during optimization to fill out the character. example: +25 Fit for Clan PCs, this traits total cost is 200 xp. That's just 12.5% of the cost, so unless the PC wanted that trait in the first place that just 25 wasted point he/she will reassign during optimization
3. Fast and slow learner have to go. They really do nothing for the game, they cost to much for what they do, they are hard to balance with the non-linear skill advancement, and instead of adding flavor feel more like a punishment for Clan characters that they need to get rid of.
4. Non-linear skill advancement needs to be looked at. Most of the issues with things like fast/slow learner stem from the problems of balancing advancement with a modifier to a non-liner system. Many games (including some CGL games) have done a great job of using liner advancement and maintaining balance.
5. Zero level skills are a waste of time. While the idea behind 0-level skills is ok, they are really not needed, a quick unskilled rule can fix any need for it and one line "can't use unskilled" can fix issues with higher level skills. Just seems like a wasted line and unneeded point use in skill advancement.
6. Battlearmor rules need to be cleaned up majorly. They are a mess and allover the place in the rule book. They also need some veneration from one suit to another like they had in 2nd and 3rd (their to generic)
7. Modules need more veneration and flavor, like in 2nd and 3rd where there where different school/real life packages for the different factions.
While I agree that 3rd took this too far with the ridiculous number of modules dedicated to small veneration in lifestyle. AToW went to far in the other direction by making them all overly generic.
8. Modules need to be more of a complete package. They are currently way to incomplete to be truly effective. If I am going to spend my points on something (Module) I want it to mean more then here are some starter points and ideas for a finished package. When I buy a module I have already made that life choice for my PC so it should be a complete choice and not just a taste of the choice. I understand this is to allow veneration's to the path but that should be handled by flex points and optimization not by providing incomplete paths.
9. The way Skill Fields are handled in the book is just bad. its a package all the work should be done for the characters, they should not have to do the math to figure out the package discounts, it should be done for them already.
Anyway these are the things I feel need work, would love to hear others issues and differences of opinion on the subject.
It would also be great to hear from the developers and get some insight to why choices where made and maybe even fix some of these issues (Errata/reprint/2nd ed)