MAGIC
I would have to agree than in the magic systems chapter I would like to see the possibility of creating magic users that have larger repertoires of spells that what most power frameworks/VPPs seem to be capable of delivering.
A more freeform, Ars Magica/ Mage school would be great too, but that sounds like another book to me.
XP/Power Progression
HERO has the most transparent XP system on the market, much to its favor. It’s weakest link is in the matter of handling the progression of power in a long-running FH campaign. If the GM is too strict, the characters tend to grow together – their skills and stats begin to conform and overlap. (I can’t buy any more STR, so I guess I’ll pick up that lockpicking skill too, etc.) I’d like to see
Promotion of Mookism
What I mean by this is that many HERO fans (esp. newbie GMs) get too hung up on figuring out point values of every shopkeeper, orc, and tin can when they just don’t need to. When the players run into the 5 goblins that are not meant to pose a real challenge for the players, DON’T BOTHER POINT BALANCING THE MOOKS! It’s a waste of time being that anal with HERO.
Realism
I agree about the exhaustive rules on weapons. But, I’d like to see some crossover with UMA on styles and some optional “realistic†rules. For example, armor does not make you clumsy, it makes you exhausted (armor should cost END to maneuver in).