So, one of the things I've been excited about in EP2 is the clarified structure of individual turns.
In EP1, each turn allowed a character to take "a minimum of three quick actions", or "a minimum of one quick action plus one complex action" or "a minimum of one quick action and an ongoing task action." This left things far too fuzzy, IMO: quick actions were sort-of-free-actions, and their theoretically unlimited nature made it dangerous to put any really useful actions (like reloading) into the quick action category.
In EP2, Those "minimum of" bits have been nuked, and the number of actions is very explicit: Unlimited "Free" actions, 3 quick actions, or one quick and one complex action, or one quick and one ongoing task action.
I've mentioned before that I'd love to see the "two attacks per complex turn" mechanic for Semi-Auto and Burst Fire weapons turned into "A quick action can be used to take a SECOND shot with a SA or BF weapon". Not so much because I want to see double-taps nerfed, but because I hope the new clarity around free/quick/complex/task actions will lead to more interesting and valuable things to *do* with one's quick actions.
At least so far, most "interactions" (Activate object, Draw weapon, Open Door, Grab object, Take drug) and some movements (Take cover, Jump, Rise from Prone) are quick actions. All explicitly combat actions (Aim, Melee Attack, Full Defense, Reload weapon, Fire Weapon, Throw) and a few movements and interactions (Examine, operate complex device, rush, difficult movement) are complex actions. Free actions are reserved for movement and "the basics" like simple perception, dropping things, and dropping to prone.
|Stand from Prone||Free/Automatic||Movement|
|Operate complex device||Complex||Interaction|
I'd still like to see a few of these clarified/streamlined, but my primary interests are: will there be gear/mods/tools that allow players to nudge certain actions from one category to another? The concealed quick-draw wristmount for handguns, for example, could nullify the "draw" action, and make the first shot with a concealed weapon a quick action instead of a complex one. (Giving the player another complex action to work with).
Hacking, in particular, could benefit from a similar set of clarifications. Although actual subversion of a system or breaking into a fully protected system are long-term task actions not well suited to combat time, most OTHER stuff involved in hacking, like triggering executables, elevating permissions, simple information, spawning off separate tasks, etc could all map cleanly to this action economy. Ultimately, coordinating mesh and physical actions on the same action clock would be a huge boon.