Vital Defense is a new category of defense, to go along with Ranged Defense, Melee Defense and Mental Defense (which the sheet already has). Let me try to reorganize my thoughts on changes to the sheet: I think the "Movement" section at the bottom of the main section of the sheet should be extensively changed. There are sort of two directions it could go: either just a simple version that lets the player fill in the values (but adding buttons to broadcast them to chat), or a more "fancy" but harder to code version that additionally tries to compute the values for you. The latter may be hard because it needs to look up skill ratings and the associated die pools, though the skill names can be hard coded ("running", "climbing", etc.). In either case, I think the "Carry" field should move to the Equipment section, and "Actions", "Initiative" and "Perception" can be eliminated. The useful fields that already exist are "Move", "Climb", and "Swim". The "Jump" field should be split in two giving "Jump (horizontal)" and "Jump (vertical)". We might want to add "Zero-G", "High-G" and "Low-G" as alternative movement types. Those are only for NEW though, and "Low-G" is less used than the other two (it's not used in the main book, but is in a bunch of EONS stuff). It wouldn't be the end of the world to leave them out. The section with "Defenses" at the top of the Combat/Equipment page is mostly good, but it could be even better. Adding a field for Vital Defense is definitely needed. Moving the Carry rating from the movement section to here would also be a good idea, since this tab is where all the equipment weights are listed. Maybe the sheet could total the weights listed below up for us in a "total weight carried" field? It would also be good to have buttons to broadcast these stats (especially the defenses, as the GM needs to know them). The "Attacks" rows on that tab are a little bit awkward to use. In thinking about this a bit more, I think the ideal solution is to replace the Attribute dropdown field with a Skill dropdown (which would add both the skill die pool and the attribute pool associated with the skill on the Basic tab). This may be hard to code. In any case, the remaining columns should be "Weapon Quality" (a die pool modifier), "Attack modifier" (for after-die-pool cap modifiers), "Damage" (die pool), "Damage Modifier" (also a die pool, but temporary), "Static Damage" (flat damage) and "Range Increment" (though this is the only field not actually used directly in the computation of attack rolls, so maybe it could be removed if the row is too long). My goal here is for the values that are specific to each shot to default to zero (that's Attack Modifier and Damage Modifier in the list above). Maybe there's a better way to add them (e.g. a popup each time you click the button to roll)? Modifiers that remain the same baring level ups and so on should be separated from the temporary ones, so you don't accidentally keep a modifier that was situational, or remove a permanent mod who's origin you momentarily don't recall. Its a bit tricky because the attribute+skill+quality die pools are the only ones that are capped. Extra dice from other modifiers can exceed the cap. It might not be unreasonable to remove the range field from the attack line, since it's not used directly to roll the dice (it just informs the choice of modifiers). On the other hand, if we have more than enough room to fit the crucial weapon stats, it would be handy to include the weapon's weight and damage type along with the other stuff. The status tracks section at the bottom of the page are very confusing, and they appear to be partly obsolete. The 1.2 edition of NEW changed the tracks from having four levels to two temporary levels and a somewhat separate third "persistent" level. The current sheet seems to be mixing up the old four level tracks with the damage types that cause the conditions (it's not unreasonable to associate them, but it's not one to one). I'd suggest two separate columns. One column is for the status tracks which I listed in the bug report. Each condition should have four settings (e.g radio buttons), None, Temporary, Severe and Persistent. This replaces the five buttons and the dropdown on the existing sheet. The second column lists damage types, and gives a button to roll on the crit table to pick a status. You can see the table in the WOIN rules reference here (that page also has the full list of conditions). Alternatively, the damage types table could just be dropped from the sheet completely, since it's not a thing specific to the character. My last request is definitely only a "nice to have" thing, not a bug. I think it would be a very nice improvement to the Advancement tab if it had two columns, one for XP rewards (adding up into the Total Earned field), and the other for XP expenditures (this one already exists, and adds up into the Total Spent). It might be nice to also list the XP costs of different kinds of advancement at the bottom of the page. A new grade costs 10x the character's new grade level. An extra universal exploit costs 5x the character's next grade level (half the cost of a new grade). Incremental advances to attributes and skills cost 3x the new attribute or skill rating.