Iankid, Your first several questions/requests are definitely issues for the sheet creator, Scott C, but I can suggest a few work-arounds in the meantime. Currently, I think there is no way to Mod the acp. But since it is manually entered anyway, and most characters only wear one suit at a time, you can just change the value. This is what the Vesk does in my campaign. For the buffs, you can combine some to save space. For instance, you can put +x to y skill and +a to n skill in separate lines on the same buff. For Feats, I usually put them in the Abilities tab, next to Attacks, then you put the stat changes under the mod heading. To save real-estate, I make one Feats ability and put all the relevant mods/descriptions there. Difference between spellcaster types: I think some of these are not present in the game as it stands, but the sheet is prepped for new classes that may come along. Half is like Paladin/Ranger type spellcasting from Pathfinder. Partial is like Bard, and is what Technomancer and Mystic use. Full Prep is like Wizard, and Full Spontaneous is like Sorcerer. All of them refer to the progression of slots/spells known . Counting down Ammo; This is possible with The Aaron's, !Ammo API script, which you can only install as a Pro member. I don't think auto-calc stuff is set up to change things on the character sheet without the API. I use that script for tracking my guns, but I don't know if it would work for spells, though I am sure something similar could be coded by a cannier mind than mine.