A few things:
First, many of the larger tables are mis-numbered, most commonly the ones labeled as d66, I imagine they were meant to be 6d6. I could go through and redo those tables, but if possible it would be nice to have the original copy's tables corrected.
Second, and this might have an unfortunate side-effect on the layout of these, a belt slot is desperately needed. Specifically a slot that acts otherwise the same as a body slot but is explicitly for extra items such as potions or quivers. Currently stone pouches and quivers are only equippable when wearing light armor. However only slings are usable in light armor. Bows require the wearer be unarmored in the base rules. While I'm sure this is a balance thing, it also instantly breaks everyone's immersion cause it makes little to no realistic sense. In the base rules an archer that wants to be armored would only be able to use heavy armor and fire once every other round. My current fix has been to break up armor into individual pieces and slightly buff them. Basically light armor has become a shield and cuirass which provides 1 protection each. Heavy armor has become a breastplate and helmet. The helmet provides 1 protection and the breastplate provides 2. This has allowed some players to become slightly tankier, but honestly there weren't really many tank options in the base rules.
Lastly, do you mind if people write third party adventures or supplements? I'd love to make a potions, alchemy, and artificing supplement. Plus I finished slapping together a point-crawl adventure that might make for a decent starting adventure.


So what I've decided is that the shield and Helm roll their usage die immediately and prevent damage and take a usage only on a 4+. So if you are wearing all three and you take 5 points of damage you roll a die for your shield and a die for your helm. Lets say you get a 5 for the shield and a 2 for the helm. Your shield takes one point of usage and you take 3 damaged (5 - 1 armour - 1 shield). The armor only takes usage damage at the end of combat, and as before you can sacrifice your shield at any time after finding out the result of an attack to cancel it entirely.