-I initially assumed that shields would begin combat at their max value, but there's a throwaway line of text that says enemy units begin at maximum shields unlike pcs. This should probably be clarified somewhere earlier. Also do they drain to 0 at end of combat, or can they carry over?
-I think it would be useful to have a sidebar detailing all your base resources and how/when they refresh, and how they begin/end sessions and combat. You detail how synergy does this quite well, but armour/integrity, bond, strategem refreshes, and shields could all stand to be in the same place imo.
-Also I don't think Episode is defined anywhere? I assume it means game session.
-I think you don't count yourself as an ally but that's not spelled out.
-If you equip two of the same item the stat boosts and strategem uses stack, right? Knight frame implies that. eg. Equip a titanium shield in each hand for +4 arm, +2 soak, +6 max shields, and 4 uses of shield bash?
-'Generate syn across all allies' means divvie it up like a roll does?
-If you would gain more synergy from a single action than your max syn, the excess is lost with no chance to spend it?
-Kinetic regen tallies all damage dealt in an aoe I think. Does it count status effects you cause as well? (Like triggering burning, or charged) If you deal 2 damage and then separately deal 3 does it activate?
-Uncontainable and weightless steps both specify 'phase' for their free shift/boosts. Does this mean both ally phase and enemy phase? Also there are a couple places where enemy actions say they take place during the ally phase that I think are misprints. Pg. 37, non-boss units get 2 actions per allied phase.
-When you pick the 3 starter parts for a fresh mec, can you pick a two handed weapon?
-Interventions that have you roll dice generate synergy right? And also trigger bard core? That seems hella strong if you use a cheap intervention that doesn't need a trigger to activate, like volt knife
-Combining the last two, I'm pretty sure the most powerful starter mech is universal access staff, adaptive boots, and bard core. You're generating an average of 20 synergy with a single basic attack plus intervention, and also 4 shields a round.
-I'm fairly convinced that torque/computers are the strongest stats to buy up because they combo on their own, they have easy access to their neighbor's combos, and they're based on doing things you'll want to do anyway.
-The example starter mec has its stats wrong, the mec skill tree seems to sometimes forget that a mec has a base point in things. Dur and Fin should each be 1 higher