Failings and Motivation are a great roleplaying tool. Mechanically, Failings also have the Incursion mechanic to add a bit of crunch to them. As written, they also have bonuses and penalties to Characteristics, Wounds, Corruption, Tests, or other mechanics. This has already had an undesireable effect on my group - namely that they select these things first on the mechanics and second on the fluff. I don't like that, so I'm proposing separating Failings and Motivation from the usual bonuses and penalties associated with them. Now selecting them is a roleplaying label that mechanically only matters for Incursions. And now for the replacement crunch:
Each character may select up to three of the following bonuses:
+5 to one Characteristic (excluding Infamy)
+3 to two Characteristics (excluding Infamy)
+3 to one Characteristic (excluding Infamy) and +1 Wound
+2 Wounds
+3 Infamy
+5 Corruption
An extra starting Acquisition (with a +20 modifier to value)
A +10 Situational Modifier to a specific type of Test (subject to GM's discretion)
For each bonus selected above, the character must select one of the following penalties:
-5 to one Characteristic (excluding Infamy)
-3 to two Characteristics (excluding Infamy)
-3 to one Characteristic (excluding Infamy) and -1 Wound
-2 Wounds
-3 Infamy
A -10 Situational Modifier to a specific type of Test (subject to GM's discretion)
Note that any given value can only be adjusted by a single selection (positive or negative). It is not allowable to stack three selections to get +6 Wounds or +15 Corruption, nor can more than one additional Acquisition be taken in this manner.
With this, we can get more variety in both the fluff (since it's not going to be tied to specific stats) as well as in crunch. What we do lose is the options to stack up really high and low modifiers by taking three choices that all hit the same areas (like +15 Perception, -8 Willpower, -8 Fellowship by taking Foresight, Dread, and Perfection), but I'm OK with taking that out.