Continued character creation with the rest of the group (M, Z, and P). Will decide on a theme for the game and how everyone's PCs know each other next Wednesday, and ideally run a session 1 then.
In the meantime, more notes:
-M: "Basic Moves" and "General Moves" is confusing from a linguistic standpoint
-M: A table of all archetypes + maybe their HP values at the start of the archetype section would be helpful
-M, Z: Indigenous feels weird and doesn't mix easily with other Archetypes. Soldier, in particular, stands out for not mixing well with it, as soldier is very about gunpowder/horses.
-Indigenous is also a little odd as it's less career and more background, unlike the other Archetypes. More background-y Archetypes would be cool, but another option might be to slightly rename indigenous to something like "low-tech", that way it can absolutely be used for a character from a wilderness tribe, but it also works for someone from the backwoods of an otherwise tech savvy empire, or someone who grew up in a community where tech was frowned upon (such as a monastery, or a luddite village)
-M: requesting a revolutionary archetype
-M: Stats being so late in the document is a bit confusing, since most rpgs have them first
-The character creation overview might benefit from links to the various sections it references, even though the table of contents is easily accessible.
-Z: Socialite's Wealthy is a little misleading, since it's about having the reputation of being wealthy. It doesn't actually give in-game currency, just discounts items, and there's already a different move that does that. Socialite's is stronger, but it might be mechanically interesting to have it instead give a trickle charge of Barter over time.
-Chemistry compound costs feel very high. For example, an oxidizer + area of effect costs 5 barter for a 2 damage AoE, whereas a Grenado costs 5 barter for a 6 damage AoE. Maybe have the chemist get a -2 Barter discount off the cost of every finished product? That way really audacious compounds still cost a ton of barter, but quick compounds can just be whipped up via access to the lab without a non-trivial resource spend.
-Z: Tinkerer's Large Scale Operations' Followers benefit doubles mob size, but provides two flaws. Flaws have a mechanical effect, mob size does not. This seems like it's all drawback.
-It feels weird that a group can't spend a bunch of points and share vehicle specials / tinker moves etc to start with an airship, since a vehicle that fits everyone would help tie a group together spatially.
-Ornate, or any other harm/armor 0 upgrade, feels like it could be safely allowed to stack with other upgrades, since all it does is apply a tag.