The big thought I have is that Extended Tasks seemed a little more complicated than it needed to be. I think putting aside the "damage" element entirely and simply accumulating X successes over multiple attempts would be simpler.
"We've included a selection of NPC adversaries that people can use if they want to devise their own missions. Feedback from those is still valuable, because it's still testing the rules."
3) I did have to make a ruling on something during the session that had me scratching my head... SNIP
I think what did here was just fine for a spur of the moment judgement.
(insert Into Darkness jab here)
That might be the only "drawback" to the creativity the system allows for players - it means GM's will have to be equally "creative" determining how certain situations play out. Some GM's/Players work better with that than others, who prefer concrete rules. I think it's why we see some of the push back we do.
And to think, it's the most Trek-like of the JJTrek line...
and was essentially like a recap of the 1939 world series for a 70's baseball fan.
Stun - No rules for Stun as per the Neanderthal attacks at the start of the adventure
It was also noted at this point that Phasers did not have a stun setting - This seemed a massive oversight.