Looking over the rules for reducing insanity and corruption I must say, they strike me as rather odd and lead to some rather odd interactions with the rest of the game.
Making it cost 100 exp to remove a single point of insanity leads to a rather odd case of 'Only the insane will prosper'. A single encounter with something scary could easily cost you more in exp recovering from than you would actually give you.
It promotes a player just going insane and making a new character that is actually on-par with the rest of the group, rather than spending large amounts staying sane.
Corruption is another barrel of fish entirely. Being physically impossible to remove without a very large task makes it almost impossible to manage...and the ways to gain it are silly easy. 1d5 for a conversation with a heretic? Interrogations for information seem likely to result in more cultists very quickly.
The removal is also silly hard for silly little. A meeting with a living saint and the blessing thereof...gives a 1 point reduction? 2 if the GM is generous? That seems so very, very little for so very very much work.
With the loss of the talents that can reduce corruption and insanity gain, it very much is a march to crazy cultist no matter what.
I feel that it could have worked a lot better tied into the acquisition system, with rarities given for various treatments (And the times associated with them). Like a Sister Hospitaler Psychologist or a Pilgrimage Journey.