As I continue to delve over this wonderful game, I'm hitting a few roadblocks
1. Effort — Is it a resource or a static number? Multiple instances in the document interchangeably use apply and spend, which is confusing. Do you accumulate effort and spend it? Or is resource that increases, is spent, and replenishes after rests? Is there a time in which you can use Effort without losing points from a pool, or does it always cost, even with the 1 Effort gained from Character Creation? It would benefit to have some clarity here, otherwise I think most GMs will ignore this very player-friendly mechanic.
2. Areas of Knowledge — This is such an interesting way to have Character traits that aren't conferred necessarily through a background. However, there's no mention of them in Character Creation, and whether or not one can start with a specialized AoK or they must take a regular one. Is there a number of AoKs, a character can have? Do they gain one (or two) at Character Creation, or is it earned through play? I think this would benefit from a small suggestion list that displays different AoKs and what they relate to, and display how a player can make their own if none of the pre-made options fit their character concept. I would also suggest the same for Skills.
3. Conditions Inflicted By Objects — Anything under 10 minutes, should probably say "Whenever a character uses this item [x] happens" or "When a character uses this item, they gain [x] condition (stunned, feared, vertigo, etc.) until the end of their next turn (or as long as the item is their possession)." I would also suggest that the Cursed condition, has an additional requirement that an item cannot be removed from a character's possession unless they roll a d20 equal or less than current pool of an associated stat [perhaps worded as Cursed (Body) or Cursed (Spirit)]. This kind of gamifies the idea that weakened characters are more reluctant to relinquish cursed objects once it has a "hold" on them. But besides the suggestion, there should be a list of temporary conditions a GM can inflict on players and NPCs in the Toolkit, such as stunned, feared, vertigo, etc. that allow GMs to shake up encounters without too much fiat.