This looks really exciting, and might scratch that mecha itch I've had. I've read through the (what I think is) most recent version in the zip document, though I haven't played it yet so some of my questions might need experience to be played through/are somewhere in the pdf and I just haven't seen it yet.
1. How is the "Sortie->Downtime->Conflict" cycle supposed to go? What about, say, a multi-sortie mission where the characters are in the field for a long time between major components- would downtime be skipped, or would options be restrained to the narrative?
2. The Conflict turns seem... vauge when it comes to resolving them. What's the relation between tokens and dice for the cause? How would you get players from trying to game the system for the cause?
3. Are projects ever explained somewhere?
4. Am I able to print out copies of the playbooks?
5. I've never used PbtA in general; can multiple people use the same playbook?
6. Some of the Parts lack power costs
7. If you're running a B-plot, could you take other characters (Channeler or no) with you? Like, say you're a captain going to attend a shady meeting and want the guy who can atomize a house along as muscle while everyone else is doing something important- could I use a B-Plot move for that, or would that be better done as the "Something Else" downtime?
8. As a follow-up, can multiple support characters use separate B-plot moves?
9. Gear Tags/Traits aren't alphabetical
10. Are multiple people allowed to run the same playbook for their characters?
11. The Stake for divisions seems kinda low- with an average of 3 and 1d6, that's a 50 percent chance of knocking stake down. Is a faction intended to be KO'd in three conflict scenes?
12. An explanation of "Hold" would be useful for anyone who hasn't played PbtA.
13. In FATE, there's an option to Create an Advantage, such as entangling someone in a net. What would be the way to do that here- for example PC Bob is fighting NPCs Steven and Earl, and Earl tries to flush Bob out of cover for Steven to hit. Would that just be Bob rolling Weather the Storm/whatever and on failure taking a Peril?
14. Is Weave Magic intended to be used for the same capabilities as Exchange Blows/Strike Decisively? If not, could you roll CHANNEL for the other ones?
15. Are you able to take the options from advancing multiple times? Or is each option only takeable once, and thus there is an effective "Level cap"- For example, I can only get up to 2 Soldier Moves throughout a campaign because the option only appears twice.
16. When describing Spotlight, the "If you take a move..." sentence at the end could use clearer writing- is that saying that I can spend all of my spotlight to both a) advance and b) make a move with advantage?
17. Am I correct in assuming that Confidence and Desperation cancel out?
18. Advancement can happen whenever, correct?
19. If you permanently get rid of a hook by spending it, can you gain another one later? Same with crossed-out gravity clocks.