Could you talk more about the game mechanics and why they are not to your liking. Also where can I go to see them for myself?
The tech demo is available via a pinned link on the discord.
I could go on for quite a while on the game mechanics. Instead, I'll talk about one that jumped out at me immediately.
One of the new conceits is Billy has power slots. Each morning you choose power ranks up to your slot count. Only those ranks are available to the player that day and only those ranks count for flaw expression.
So if you have 4 slots (which is what I had in case that turns out to be variable), you can have 3 ranks of Mind Control plus 1 rank of Sympathic Link or 1 rank each of Enhanced Senses, Flight, Indomitable (renamed Armor of Terra?), and Kinesis, for example. Since there are a dozen powers each with 3 ranks, that makes somewhere around 20,000 combinations. (It's not 36 choose 4 as you need to take ranks in order thus is it much closer to 12 to the 4th power).
What does this mean for the game?
1) Since you have a finite number of slots, adding a new power or rank to a power has a declining value. Each rank selected consumes an opportunity cost, so increasing the pool of choices has a smaller value once the pool of choices grows past the slot count. This substantially limits the specialness of Billy. Yes, he can theoretically choose from all known power sets, but he's still limited in effective power expression. He's much closer in potential power to any other paranormal. He has breadth rather than depth.
2) Slot choice strongly dictates what Billy can do in the day. So, foreknowledge becomes key. Also, since the powers are a mix of effectively passive (defensive, movement, and divinatory) and active choice (attack powers including Mind Control) this places a strong emphasis on choosing the right set each morning. This either places strong pressure to not have unanticipated events or strong pressure to play through a day multiple times.
3) Since the number of power combinations is too large for typical mammalian brains, you'll have the players building "typical" selections and will find those cluster around a much smaller set that conforms to preferred play style. You'll find a strong de-emphasis of passive effects (like those that keep you alive in combat) except for those few days where such effects are vital.
In effect this simple addition converts the game from a focus on strategic collection to tactical assignment with automatically refreshed resources. I find tactical assignment games (especially those without an active human opponent) mostly boring. Either I've chosen well and therefore might succeed or I've chosen poorly and will fail. I'm much more drawn to strategic collection games or games where tactical choices are not automatically refreshed (i.e. consumable resources that require effort and/or luck to recover).