1 . Amalathians get a +5 penatly and a -10 penalty at the same cost a for a Recongregator to get a flat +10, a Thorian to get a valuable Tier 2 Talent, or a Xanthite to get a Forbidden Lore and a Talent. Faction bonuses should have re-balancing or variable costs.
Amalathians get a +5 bonus to four organizations; I looked at Recongregator and I am not sure how you are arriving at your calculation.
The Regiment creation rules make no distinction between the cost of Tier 1 or Tier 2 talents in any subsection. This is supported by the following Homeworld entries: Fortress World, Hive World, Imperial World, Penitent, & Schola Progenium. This is likewise support by comparing the Tiers of the various bonus Talent granted by Commander.
Xanthites also start with 1d5 Corruption.
2. Explorers might make better use of Perception or Toughness, instead of Agility or Toughness. Zealots get better Talents than everyone else. It would be nice if one of the approaches gave an Operate skill, although that's pretty nit-picky of me .
Done Per & Tou. See the above regarding Zealots, though if have alternatives I am open to suggestion. It is pretty nit-picky
but I will see what I can do.
3. Xenos Infestation is ignoring a rule in Regiment creation that you may want to bring over. if character creation gives a skill multiple times, it just goes up to the next level of training. They're also going to be immune to some Xenos fear, and have a pretty tasty barrier up against xenos psychic ability. I'd say increase the cost on them or bring them in a bit.
I think you mean Cold Trade? I did forget the rule, but I also like the alternative I cooked up.
Tempered Spirit's is reined in because it is restricted to a limited class of creatures, balancing the enhanced benefits. Not to mention Xenos Infestation gains 1d5 Insanity.
4 Cybernetic Enhancement is useless for anyone that isn't a Tech-Priest or Sergeant, as the only Scarce cybernetics are bionic limbs (which would be Common craftsmanship and therefore mechanically the same as a regular limb) and the vocal implant.
Ya know, mildly annoyed. I originally had them at Rare and Very Rare and some suggested reducing to Scarce/Rare because they be overpowered. So which is it?
The other alternatives are to create specific list of options or re-examine the Availability Ratings of cybernetics over all, with a look to the DH books.
5. Rogue Psyker is kind of funny. If you don't have a Psy Rating, then you can't make Psyniscience tests or use any powers. As it is, the 3 point version is nearly useless. It would really only help with the purchase Warp Conduit and Bastion of Iron Will. Untouchables should take a Fellowship negative modifier.
Can you have Psy 0?
Untouchables DO take a Fellowship penalty. Reread the Characteristic entry again.
6. The Specialties still have atrocious gear; the Psyker and Tech-Priest are unarmed as things stand.
The gear of the specialties is the least important thing on my to do list.
7. I can't think of a Reason to play your Guardsman instead of a Weapon Specialist or Heavy Gunner.
That is because this document assumes you do not have OW specializations as an option.