However, investigation and social encounters don't currently have any kind of support. If possible, I would really like to see some structure for running investigations (finding clues, using them to solve a mystery, etc.) that allow players over the course of a game session to have a set number of encounters, each one of them providing a clue or clues, and in turn using those clues to either find different encounters or to reach solutions. It would be awesome if the core rules could provide the GM with a solid way to structure a game session around this, with specific rules on how to give out clues, how to help players use the clues, and so on. All of this would of course need to be in the framework of the horror setting, meaning that the discovery of clues would get players progressively more and more in over their heads.
For social encounters, it would be nice to see something more than just the basic "roll to persuade and get what you want on a success." Rules for establishing NPC motivations and desires (such as how they react to different social approaches), basic modifiers based on their opinions about the PCs, rules for what kind of clue they give and how much help/harm they provide with it, rules for the NPCs lying to PCs, and things like that. Maybe even making a sort of "social combat" using social actions to attack NPCs mental wounds/wounds and defeating them allowing the players to get what they want from the enemy. Something of this nature could be cool to add.