Ok, there are some major problems I hadn't noticed until playtesting some.
1) The eviscerator can never get an attack in. The weapon takes too many AP's to actually attack with it unless stationary, which doesn't work with a melee weapon at all.
2) The damage goes from nothing noticeable to dead pretty quickly with no stages in between. This makes the damage table pretty much redundant since we never use more then a couple results it seems.
3) Same problem as before, we go through an awful lot of failures in combat and skills and get lucky successes on occasion (problem with the percent in general though I think).
4) After 10 corruption, it can make a character unplayable. Do not like this part at all since it's too easy to gain corruption anyways (even in character creation).
5) Weapon skills make no sense. How can one guy be adept at shooting a hand cannon and so horribly bad with a las pistol? There needs to be a weapon hierarchy with types so that if your proficient with a complex weapon, your also proficient with similar simple weapons of the type; example: if you have proficiency with the complex bolt pistol, you should also know how to use solid projectile pistols and probably even las pistols.
6) A desperado with two knives and a decent str is more lethal then a guy with a chainsword or even a guy with a shotgun. Something is not right there. Unarmed combat is so good right now it isn't even funny.
7) need to make the fact the points given for skills and attributes are modifiers for cost, not the actual cost. None of my players noticed this the first time through until I showed it to them, which made them think advances were very expensive raising a stat from 40 to 45 with a 100pt modifier put the cost at 400 pts.
Most of these issues are just things that came up during playing and we all feel they can be fixed. We all especially like the suggestion that damage under a target's T ten's stat would not cause a wound. That allowed us to use more of the charts.
We all feel the entire armory needs a serious rework to coincide with the AP, combat, and wounds systems. A lot stuff just isn't ready yet and needs to be reworked with the rest of the system in mind. This system actually gets in the way of the game it is trying to provide a framework for due to the need of too many tweaks to the rules as written, which then sometimes cause other problems.
Keep up the good work though on the revamp and hopefully you guys at FFG are paying attention to the constructive criticisms rather then the hate ones. This can be a good system with some work.