1: The +2 Willpower bonus from Focus Will can contribute to Combat Pool until that added CP die is used or the adjusted Willpower Attribute is used for any Willpower-based Resistance Tests (including spell resistance, casting drain, resisting interrogation, etc). These added options are allowed in order to provide the maneuver with more practical applications than simply fighting materialized spirits. Bonus ends after one use/one adjusted Resistance Test.
2: Knockdown tests will still be made even if the damage from an attack is fully soaked.
3: Not a personal HR per se, but I try to stick very strictly to splitting movement across all passes, even the ones that slower characters aren't quick enough to act in. I only mention this because it seems to be one of those rules that people conveniently forget. And those Athletics tests to increase effective Quickness for sprinting? Those are Complex Actions, people!
4: For the vast majority of situations, I will limit an actively sneaking character's movement rate for a given pass/phase to their walking multiplier or their running multiplier -1. Alternatively, someone determined to maximize their movement while still trying to sneak may have a penalty applied to the result of their Stealth Test. This is situational, and dictated by the scene more than a set rule.
5: Cleansing Signatures: The Drain Test for attempting to erase a signature caused by Sorcery is resisted by Willpower. The Drain Test for attempting to erase a signature caused by Conjuring is resisted by Charisma.
6: Infusion Foci: Drain will be suffered by the user of an Infusion focus any time a power provided by their focus is disabled. Just as with standard use of Infusion. The bonus for investing in the focus is the access to a new power and the extended use of it beyond (Magic x Grade) minutes. For those benefits, a player needs to accept that when they hit the off button, they're going to get a jolt.
7: Armor and Barrier Spells: I don't enforce the glow. Invisible armor and barriers are perfectly fine with me. I may allow them to be spotted by mundanes who succeed at appropriate Perception Tests based on the Force of the spells (TN will be determined based on the circumstances), but there will be no glowing in my plots unless the caster specifically wants their armor and barrier spells to shine.
8: Issuing Commands to Spirits and Elementals: Cheesy. Just give them mental commands like a rigger can do with drones. Any speech between a conjurer and a spirit is purely a thematic decision that a player may choose to make or not. However, focusing on a mental command will still take the same Free Action as the speech normally would.
9: Mnemonic Enhancers: I have a huge problem with the 1(4) for languages from ME3s. Just… No. Not valid in my games. I'll allow characters with 1 karma-purchased point in a language to receive 1 extra die from an ME regardless of the ware's rating (for a total of 2). 2 karma-purchased points in a language can benefit from 2 extra dice from the ME2 or ME3 (for a total of 4). 3 or more karma-purchased points can benefit from the full bonus provided by an ME3 (resulting in totals of 6+). The ME bonus dice do not reflect true eloquence or grace in speech — just the ability to recite vocabulary, and it will be obvious that this is the case — only 'natural,' karma-purchased levels of 3+ will portray any amount of actual finesse, nuance or subtlety (including false accents).
There are bound to be more — I'll mention them in play as they come up.