Sounds about right for the Star Trek timeline. Cool.
Tech Potential
In a cosmos with a tech potential of 9, any technology no matter how advanced will function normally. At lower tech potentials, using a technological item requires a Use Device check with a DC of 5 + spell level - tech potential. If the check is failed by 5 or more, the item breaks. In a cosmos with a rigid tech potential, items of a tech level higher than the tech potential will not function at all. If the tech potential is flexible, it is possible to use higher-level devices with a successful Use Device check, although the DC is 5 higher than that listed above. If a device with a tech level higher than the potential level of the cosmos breaks, it cannot be repaired until the owner returns to a cosmos with a higher tech potential.
This seems to be a little limiting to me. For magic, I can understand spells malfunctioning in different cosmos. However, unless the item itself contains magical properties, technology should only be difficult to use by someone not intimately familiar with it (i.e. in someone from a cosmos with a lower tech potential) if a magical power source is used, then obviously the device would be affected. Elemental-dependent power sources (solar power) would simply not function without the presence of the element, or might function at a slight disadvantage due to differences in the nature of similar elements between cosmoses.
Anyway, I understand that this rule is done as a play-balancing measure, but it seems somewhat unrealistic to me.