Very interested in what you're doing here. I'll read through the details of the latest version tonight, now that I'm caught up on the thread. A few quick ideas I'd like to mention;
1 - Mechanicus Magos = Ork Mek?, Mechanicus Genetor = Dark Eldar Hamonculous? Imagine the fun with conversions that could be had if you include some baseline rules for some small, basic, bulky and giant constructs/ghollams, possibly replacing the need for separate profiles for things like servo skulls, drones and various battle automata. Maybe allow players to pay for basic upgrades to wetware, or even better, include such upgrades on rare trade tables, so that late game constructs remain viable.
2 - Wyrds with major powers should be elite only, by default, with leader and maybe heavy exceptions made for inquisition, chaos cults, etc. Minor powered wyrds should not be limited in general (as in most company, they may never even be identified).
3 - Replace "initiate" with "auxiliary". Limit all servitors, drones, servo-skulls, familiars, etc to the auxiliary slot, along with classic juves/FNGs/Yoofs. Servitors and other mindless beings can "work", but cannot "work a territory", since that requires more supervisional skills, rather than mere menial labour ability.
4 - My personal favorite, from a long history of reusing older gangs for new players. Allow leaders/elites take buy a piece of rare equipment in lieu of their skill choice at creation (though still paying for it's base cost, of course). Depending on how trade tables are worked out though, there might not be a point,
Anyway, hope some of that is helpful. Sorry if it's scattered and chaotic.
1 - Mechanicus Magos = Ork Mek?, Mechanicus Genetor = Dark Eldar Hamonculous? Imagine the fun with conversions that could be had if you include some baseline rules for some small, basic, bulky and giant constructs/ghollams, possibly replacing the need for separate profiles for things like servo skulls, drones and various battle automata. Maybe allow players to pay for basic upgrades to wetware, or even better, include such upgrades on rare trade tables, so that late game constructs remain viable.
2 - Wyrds with major powers should be elite only, by default, with leader and maybe heavy exceptions made for inquisition, chaos cults, etc. Minor powered wyrds should not be limited in general (as in most company, they may never even be identified).
3 - Replace "initiate" with "auxiliary". Limit all servitors, drones, servo-skulls, familiars, etc to the auxiliary slot, along with classic juves/FNGs/Yoofs. Servitors and other mindless beings can "work", but cannot "work a territory", since that requires more supervisional skills, rather than mere menial labour ability.
4 - My personal favorite, from a long history of reusing older gangs for new players. Allow leaders/elites take buy a piece of rare equipment in lieu of their skill choice at creation (though still paying for it's base cost, of course). Depending on how trade tables are worked out though, there might not be a point,
Anyway, hope some of that is helpful. Sorry if it's scattered and chaotic.