Thanks once again!
My aim was a very concise adventure, leaning into an introductory style for both Players and Wardens. Getting the rooms useful and interesting was my main goal so its really fulfilling to see that reflected.
Another of my aims was to be able to provide some direct hooks for passive skills. I try to follow the idea that skills are a wishlist, but that can be really hard to achieve in game. So I went for it here!
The Eclipse Icon is really a mix of "well this makes sense why the cult might be sacrificing someone now" and clues to both the icon is useful (getting down to the "reveal" of the computer room) and that the JEWELS do something (open the vault door). It probably comes off heavier than it needs to - though in play, it still took a little while before my players figured it out at the altar.
There's definitely more background that could be added here, but I aimed for the functionality of a punchy temple based adventure and leave the rest a little open to interpretation. I think it could go really nicely into a 3-4 session adventure where you start at the towns, discover things, travel and then deal with the temple and aftermaths. But for a trifold, I think I'd have to sacrified the useability/targetted audience factor.
My SOLVE alignment was actually for the players to realise that Peace is the option to be safe from the Mech. It's probably a hard ask for most groups based on the default option of fighting but that's what I was aiming for.