General Rules:
-I too have mixed feelings on the refocus action's aim option. I found I used it and liked having something to do with excess AP, but I also found it problematic. It is basically “If no one shoots at you, get a bonus to aim next round.” Not getting shot is its own reward. I would keep the option to reduce stun though.
-There are various systems We haven't really played with much like the vehicle rules. We might want to play with them a bit, since I can't really comment on them. We also haven't done much with the lifestyle rules.
-The associated suites text is still the old version.
Equipment:
-Price points and information on ship systems. I couldn't find much on this in the text, and it has been an important part of our game in parts 2 and 3.
-More hacker/computer stuff. With the new hacker system, it might make sense to have a few more available programs and utilities. One option is a “specialization” expert system with a lower cost/rating, but higher quality in a smaller subset of the skill.
-More implants are always interesting. There is always an issue with keeping them under control, but small ones like implanted data storage, smuggler's pouch, “improved” versions of organs, etc. might make sense.
-Beyond recreational drugs, a section on entertainment and such in setting is helpful.
-I may have missed it, but in the section on the wealth system was there example how how much a standard salary is for various jobs?