Great work! (your good... your very good)
Quick read through I found these things... some are simple (leaving out an "a" in a sentence) while others are rethinking things now that I seem them all togeather... some are mistakes in wording (confusing size modifiers for vessels and objects) etc.
The Collision check on page 6 (the example) is using normal size ratting instead of the Vessel size rattings (IE: a Fine Vessel does not have a modifier of +8... a Fine object, but not a Fine Vessel. A fine vessel has a modifer of +0 (as a medium object) and a Colossal vessel has a modifier of 128... (we are talking super star destory level here... if you try and pass through a 30' square of that sucker your going to hit it)
Altitude Category should probably say 4 levels (including the ground)... either that or the plummeting description shouldn't call the ground a 4th level. Question: does a vehicle at ground level interact with vessels at low level like they are on the same level? if yes then ground is not a 4th level. If no, then ground is a new level.
The Shake Loose stunt should be altered a bit... Anyone inside the vessel falls prone, while anyone outside the vessel falls off.
Page 10, the AoOp: we should mention that A dive attack and a ram/collision etc all mean you pass through the target's square and are thus opertunites for AoO.
Page 11: Your new Mounted and Static weapons will require some changes to how I designed the components... but I like what you did!
BUT: page: 12... Operating a vessel weapon should be considered an Attack Action (allowing you to make multipule attacks with such a weapon if your BAB supports it... but still requiring at least a standard action to fire once). Remember that just like Crossbows, this only helps if you can reload it fast enough.
Oh and just above that, we might want to be clear that weapon controls built into piloting controls allows you to keep both hands on the controls... IE: no penalties for two-weapon fighting/ambidexterty/etc. (or is this changed now?!)
Disabled (0 hit points) on page 12 uses "spiral" instead of plumet.
there is a lot of information in "Bull Rush" that should be in Ramming/collisions/etc.
Under Grappling (page 13) I just remembered something about monster that grapple without being grappled themselves... they take a penalty for doing so... -10 or something? do we want to include this concept? Read page 9 of Core 3 (
MM) for IMproved grapple "... or simply use hte part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it suffers a -20 penalty to grapple checks, but is not considered grappled itself;"
Page 14: attaching components to creatures. we should be careful not to allow X number of components, but X slots/size/etc of components (some componets are big)
Also: ride checks might be needed when a component is activated, but not for training... if this isn't what you have in mind, then maybe we should use something closer to animal training... and require a seperate "trick" for these components?
You also left an open " on the Vehicle Type comment at the bottom of hte page (in the parenthisises)
Under the description of the "construct" type vehicle on page 15, the line "Constructs cannot heal damage on their own, though they can be healed." should probably say "though they can be repaired" because heal is a skill and a set of magic spells that would not and should not be used on a construct.
Also: the Plant type should not be any more immune to critcal hits then any other vehicle type.
page 17: "You will have to keep total up these values for all components you install on your vehicle." is a bit odd... I think you left the "a" between Keep and Total. We might also want to assure people that this total of components is for construction and modification purposes... and is not changed or altered in combat... essentialy that they are useful to have around but are not needed except when building the vehicle or when altering it later on.
Page 19: Power. If a vehilce power ever becomes 0 or lower, it should probably go to glide. Unless we change the way power works some how. Power is one of the few things that can flucuate in game and in combat.
Speed Desing Focus page 19: is that +60' just to speed or to glide speed also?
Cool!