Off the top of my head, there are a couple of potential design spaces which I don't think have been fully mapped out yet; whether these make their way into TNP or into a later RPG design is still up in the air.
One more narrow example is the proposed mechanics for the Acrobat class. Since this class is meant to cover the design space of some of the classes left out from 4th Edition D&D (specifically the Seeker, Avenger, and Assassin/Executioner) the idea was that each power source would give this class a different feature, mapped to one of those left out classes. This didn't make it into the designs yet, but since it's such a relatively small thing, I may try and include it before the system is officially wrapped.
There are two other subsystems that have a more major impact, which I would like to see fleshed out more fully in the class designs: conditions/status effects, and reserve-burning mechanics (i.e. encounter powers and daily powers.) There were a few classes where, as I was updating them, adding in these mechanics just happened to be top of mind and ended up getting included. But this was not done uniformly, and it would likely require a thorough editing pass to really update all of the classes to a design ethos that properly utilizes these mechanics. As such, this may need to be something that is trickled out through a series of ongoing updates.
Based on the previous post on the subject, it probably stands to reason that all classes could have a 1/day ability; as a starting point, that may be a good enough place to work from. I think the conditions & status effects definitely need to be worked into the monster-building advice, and there probably needs to be some guidance as to what levels along the character progression it would be appropriate to use such effects.
As for the campaign-building mechanics... while still a little rough around the edges, the basic framework seems to be "there." Probably testing will have a bigger impact on it than anything, so having something "playtest ready" is more important than having a system carved in stone.
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As an update to the previous post, I think the way to approach the skills portion of the character sheet is with something of a "workspace" whereby a generic heading for each 'dot' could be set beside each skill, in rows. So, for example, have two dots for Training, one mapped to Attribute and one to Skillset -- with the same done for skill ranks: one dot for Attribute and one for Skillset (with possibly a 3rd for feat bonuses, or similar things that might bump a skill rank beyond just those two boosts.)
This way, you don't have to necessarily make a notation of the Brawl skill being a Strength/Athletics skill, as long as you know which bonuses you have to those. As such, it would likely make sense to have a section with a list of all 5 Attributes and all 5 Skillsets, where you can fill in your bonuses to each -- or, just have those work similarly, with the "workspace" approach, i.e. you only fill in training/ranks for the attributes/skillsets that have upgrades applied to them, and the rest are left off of your sheet.
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A little bit of a short/hasty post for today; the next update is due March 3rd!
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