On Player character archetypes:
The difference between the archetypes seems arbitrarily imbalanced.
From a game mechanical point the only things that differs one archetype from the others are:
- Key attribute
- Key skills
- Coolness under fire
The first three are difficult to quantify since they are situational.
However, Coolness under fire is simply better for some archetypes without any visible drawbacks.
The same goes for Gear. Some archetypes have starting gear with a very low value, for instance The Kid with a total value of about 200 if you pick a Hunting bow. The other end of the scale has The Operator at around 1300 and The Civilian at over 2000 if you pick the dirt bike. Or also under 200 if you instead pick the cheapest options.
I realize that starting gear doesn't necessarily have to be perfectly balanced and that RPGs in general don't need to be perfectly fair. But forcing players to choose between "smart" and "fun" can be a big negative factor and starting the game realizing your character is arbitrarily worse than all the other characters can make you feel like you made the wrong choice.
One solution is that Coolness under fire is treated like the other Attributes, something you can increase or decrease during the character creation process. Starting gear is more complex, I'm all for having a different pool of items to pick from depending on archetype but to ensure they are of roughly equal value. Also avoid choices like The Civilians Basic toolset or Dirt bike. It's a choice between a 25 cost item to a 2000+ one.