i haven't been working much on my submission (semester ending soon), but i had a snow day to work on my system, so here's a couple things i've come up with
1- traits as classes: classes aren't traditional roles, but are instead adjectives to describe a character (prepared= basic combatant, corporate= specialized assassin, hippocratic= medic/support). at base level, they're all assigned a specific gadget that is tied to them as a "class." multiclassing works by essentially swapping the character's original gadget for another (i.e. the corporate's dog tags being equipped by a bloodthirsty character). this could lead to more powerful creations and more fun combinations methinks
2- non-fixed damage rolls: this one's simpler. the game's rules allow for some wiggle-room with the damage of a weapon, simply stating a suggested damage. this is because i feel having a single fixed, unwavering damage value can be a little... boring? stagnant? idk, but i prefer the idea of "this baseball does 1d8 damage, but this other baseball bat does 1d6 damage due to wear and tear"
3- stats: tenacity is a statistic that represents your toughness and resilience. it also dictates your max hp and max rp (resistance points, which can allow a character to push through damage), and control is a statistic that represents your sanity and mental stability. if you have low control, your character is more on-edge and skittish, and a character with 1 or 2 control is essentially untethered, and should be roleplaying as such. also, marksmanship is a separate statistic from dexterity, and dexterity is reserved for slashing or piercing damage, while strength is used for blunt damage.
let me know what y'all think!!