* Ken has said that my questions actually forced him to think, so that is causing the delay. Let us take that as a positive sign.
* I have been expanding the role of the Ancients in shaping the PCs through four d% rolls to determine actual heritage, and the possibility of Imperial Legacy. Through this, I hope the little hints help form the image of the evolution of the setting, and how unique aberrations can develop into systematised mental routines or defining physical traits.
This is one reason why I think the subsequent book on Aberrations is necessary, as the full extent of the genetics-theme in the setting could easily drown the fantastical/adventurous, if included in the core rules -- and, may not even appeal to some play groups. By packaging it separately, it can play whatever role a given group assigns it in their game.
* It looks as if it was propitious timing for me to have started the APG secondary-characters, as Tybalt's player will not be present, again.
The new Apothecary 2ndary was happily fortunate to have rolled as an ancestor a Medical Officer, and along with the odd dreams and deja-vu, she gains a degree of competence at related Tests.
Ashta's ancestor was a Ship's Superstructure Technician, which immediately suggests a link to the Yirinn/Dryvv, and makes her Western Isles Vrun ancestry even more interesting.
* I need to think of which creatures will make the final cut of the book. Recent grog-hive-mind consciousness has informed me of the importance of a select and defining group of regular miscreants and inimicals upon whose weapons the PCs may fling themselves.
* Thinking of where I ought to look among my stuff, to find my copy of Jorune.
* When this work is complete, I think I'd like to run a Mercenaries, Spies & Private Eyes - Villains & Vigilantes crossover game. Likely just a mini-series (5-session?) affair, with pre-generated characters, likely on based on my most loved Bill Willingham Elementals setting.