Thanks for the comments! To answer your questions 1) you need to rule the clearing you move in to or out of, and it needs to be specifically a haul action so moving with High Alert does not allow you to bring loot with you. Yes, politically vulnerable offsets the fact that the tokens can’t be destroyed and that the faction has strong defensive capabilities, imo every faction should have an incentive to hit them beyond crushing them under your boot for the love of the game. 2) Unique clearings is clarified a bit more in the law, but the intent there was to make it so 3 hornbills in the same clearing did not equate to 3 crafting power of that clearing suit, they need to be spread out. 3) All capabilities refresh each turn, at the first step of Daylight. At the start of the game that amounts to the 4 base capabilities and as you restore capabilities you gain more actions. In playtesting, the faction started like an insurgent faction scavenging the Loot already on the map and as you restored capabilities it shifted to be militant, needing to force buildings off the board to score points.
Thanks for the in depth comment! Happy to answer more questions if you have them.