I've read, or at least glanced over, most of the rules in trying to make a character, and I feel like combat stuff is explained quite in-depth. However, while damage-dealing is covered in excruciating detail more or less in one place, healing is... not so much.
The healing mechanic seems a bit slow at first glance. Granted, having only played the two most recent versions of D&D, in which hitpoints are used quite differently, that may just be a result of me comparing apples and oranges, but still there's no real guidelines on what forms healing can take besides just resting. Is there a 'medicine check' equivalent for teammates to heal others that I missed? And what about getting mechanical components fixed up directly by someone with a crafting skill?
edit: there is a "medical" skill, which seems to accomplish exactly what I was looking for. It might help to mention the skill under the "healing" section of the guide, though, since that's where I would go if I wanted to quick-reference the ways in which to heal a character, and that skill is definitely among them.
Secondly, while pretty much all the information that one would need to play is in the guide in one way or another, the lack of a 'quick reference' or a glossary for important terms makes me fear that there'll be an awful, awful lot of aimless pdf scrolling and/or page flipping involved early on. I think the guide would benefit from some formatting that would somehow highlight the rules concerning important or likely common occurrences, such as making a check, as opposed to having a lot of information buried in the paragraphs, even if those paragraphs headline a chapter concerning those rules. Basically... it would help if the guide was more skimm-able, to allow games with even inexperienced players to go a little more smoothly and to make it easier to quickly reference rules when they come into play.
A, a sample, print-out character sheet, or at least something that describes what all you should determine and have at the ready for a character would be really helpful, too. Perhaps it could include some quick-reference formulas as well, to help streamline the process of calculating values.
Also, a few more specific, character-building questions: if a race states that a member of it starts with "basic training in a skill," does that mean they automatically get one skill point in it? In my case, since I'm making a Toa of Shadow, she automatically gets basic training in concealment, but since that's a basic skill to begin with I don't see how that race feature would amount to anything other than a free skill point in concealment. If that's wrong, then... well, what is it? And if it's right, it might be useful to describe what "basic training" amounts to under the "skills" section... again, a glossary would really help to figure that out, too.
The "Dual Wielder" feats seem... a bit pointless, at first glance. If making a basic attack costs only 1 AP, can't all characters make two melee attacks per turn with whatever weapon they desire? If so... what's the advantage of making two attacks for two AP with a -20 penalty to boot? Are those feats required for someone to wield two weapons at the same time, or to make two attacks with them, at all? 'cause if not, they seem to offer quite literally nothing.