- keeping 12 actions but switching the resistance categories from 3 to 4 can change things up in interesting ways. You now have four categories of three actions- further differentiating the actions. This is also a bit of future proofing of keeping resistance rolls maxing out at 3d. At higher levels it can get really easy to get 4d in every attribute and it gets annoying.
- this is a common refrain, but stop just rebranding the blades actions. And if they are all going to be the same, that's fine. But you don't need to reflavour them. Just let me say wreck rather than whatever you pulled out of a thesaurus. Clarity of purpose trumps uniqueness for its own sake.
- easy fix for that last one is to create multiple magic actions. Hex is an incredible verb. As is Divine. You could easily make an entire game based off just types of magic, but even if you don't- you can creat variance in your game by having different types.
- class specific actions are cool. Band of Blades introduced this idea with class specific powers, HbH stole this with glee. However, you can take it further by giving classes specific verbs that others don't have access to. One of my back burner games has this as an upgrade where you replace a basic action with a more terrifying and specific action. Gaining power but losing the ability to roll lost skill.
- you are doing too many factions and NPCs. Just trust me on this. Chill the fuck out. Blades has roughly a bajillion factions, this is because it's a setting- it is not something for you to replicate in your home game. 6-9 is a good hard cap to set for yourself. Even then, if you put 3-4 in focus as the main drivers of the campaign and the others are secondary, that will help.
- I swear to God if I open up your book and it's just the Cutter playbook again but you changed all the names, I will throw you into the ocean. This is a threat. I will find you.