This is like the structure of so many things. But UI/Workflow design for software comes to mind.
Frequently, if someone finds a really good UI/Workflow in a program, it's because the design follows how that person "thinks". They want tool x and, lo and behold, it's right there were they expect it.
With a poor UI/Workflow, occasionally it's just designed by people with a different workflow, so it seems bad. Even though there are plenty of people who like that particular design. (Although it certainly could just suck by all standards! )
Several have mentioned some good things, for one a Damage Shield does seem a bit pricey to me. But I think they've managed to be very internally consistent with most things.
First, I've yet to finish the entire Black Tome of Goodness. With that said, what I'd like to see in a future version is quite frankly, better organization. What? You ask? How can that be?
Initially I was quite impressed. Quick rundown of the different types of powers, then on to the detailed descriptions of the powers themselves. Okay. So far so good. I finished the powers section and decided to create my first villian. (I'm a long time Hero player, so I figured I'd just look up the details as needed.) So I'm merrily jotting down powers and advantages/limitations and need to see their values. I look in the appropriate section. Strange... It's not there. On to the index! Oh, there it is. What's it doing there? Why are some advantages and limitations only listed within power descriptions or power examples, instead of in the logical sections titled "Advantages" and "Limitations"? Certainly some arguement could be made that those powers are the ones they are most commonly used with. But how does that help the reader find them easily? I can also see arguement for not repeating them to save space. This is certainly valid and allows for more data in the book, but it doesn't help the "workflow" IMO.
Then again maybe "they" just "think differently" than I do.
So, uhh... that's what I'd like... So far...
Take care,
Harry