Another pretty significant concern is how critical hits and armor are handled in this game.
Twilight 2000 managed to handle critical hits and armor perfectly. Being the older game and the first to use the two multisided Att+Skill approach, I figured Blade Runner would take a lot of inspiration from it for it's combat rules. But curiously, they're choosing to depart from it significantly.
In T2K, all weapons had a damage after armor reduction threshold that needed to be crossed before a critical hit could land. Most of the time, that damage was one over the base damage of the weapon, so just like in Blade Runner, rolling two successes would crit an unarmored target. Unlike Blade Runner, though, if armor reduced the damage below that threshhold, it would negate the critical hit.
In Blade Runner, armor needs to reduce the damage to zero to negate the critical hit. This effectively makes armor useless. Most firearms in BR have a damage rating of 2. Larger melee weapons have damage ratings of 2. Two successes makes this 3 damage and a crit. To prevent the crit, it means the personal/vehicle armor needs to negate 3 damage. This is effectively impossible with C armor (max reduction on 2D8 is 2), and still very challenging with B armor. This means that standard issue undershirt armor will never stop a critical hit. This also means the armor on a police spinner will never negate a critical hit from a firearm or baseball bat. In fact, according to the rules, a lucky punch from a very strong character can one shot a vehicle. Yes, you read right.
Also, why roll for armor? If the goal of Blade Runner is to streamline the rules, why not just use static armor values like in T2K?
Please just use the T2K approach to armor and critical hits. It's simpler and it works. No need to reinvent the wheel here. Thanks.