Hello! First of all, I would like to congratulate you on your work.
- Fateful Quest contains a fresh look at the Fate mechanics, and I must admit that I really like the use of approaches in form of combined approaches and professions - quite original solution.
- Character archetypes are always a bit limiting, but a lot of players like these types of playbooks.
- I really appreciate the sensible and simple resource system. The resource track can be a bit problematic for GMs as it doesn't provide a hard distinction between "you need to buy the item" and "you may have the item in your backpack", but that's a matter of experience.
- I have doubts about the term "weapon tag" - it's simply a weapon value, and "tag" doesn't fit here in my opinion.
- I find the guide and gameplay to be very good, although some things are specific to Fateful Quest, not Fate in general.
- I'm not sure if organizing "downtimes" as stunts is the best idea, but it's more a matter of design approach.
- I'm not sure about the magic system. If I understand correctly, it is one of the more open ones, somewhat similar to Nathan Hare's system, but the stunts are probably quite strong... I would have to test it, I'm not sure at the moment.
- By the way, I'm very glad you decided to get a CC license. I make no promises (it's really a lot of pages!), but I hope to translate the book into Polish :) (well, someday)
BTW I found one error (though I didn't read it very carefully), namely the stunt: "Almanac (Almanac):" should probably be "Almanac (Bloodhound)".