Here's what I have so far for fixes, etc., for the upcoming release. New changes or features will be highlighted. Please continue to hammer away at it and let me know if you find something else. I'll do another pre-release so the changes to vehicle crafting can be tested. I'll let you know when I'm ready.
Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc.
Fixed a number of errors for various items and data.
For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2. This has been fixed.
For crafting, the Distinctive Style improvement cost 1 advantage instead of 3. This has been fixed.
For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling. This has been fixed.
For crafting, the airspeeder's max altitude should have been 100, not 10 km.
Added the "Blaster" category for the Custom Grip attachment.*
Fixed the name of the Alter Force power's Mastery node.*
For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames. This may cause some problems with current crafted vehicles. If so, please recreate them using the new attachments.*
For crafting, added alchemical potions and talismans from "Unlimited Power". This includes adding Force points to the pool. Potions and talismans (and Force points) only show up in the Crafting dialog if the character has a Force rating.
Added tinkered items to talent description.
All item types (gear, armor, weapons, and vehicles) now support built-in attachments. Data editors should now support this new feature.
For crafting, vehicles now support a "Custom" frame. This frame can be any vehicle supported by the system. Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization. When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain. When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0. Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type.*
Support for crafting-only item descriptors. Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc. Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions.*
If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact. This was because the two built-in weapons had the same key. This has been fixed.
If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense. This has been fixed.
For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle. So, certain changes would not always appear after selecting at attachment. The changes would still be there after vehicle creation, however. Now, vehicles are always recalculated after adding attachments.
Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only).
Removed the "()" in weapon descriptions. This was caused by the new scale description for weapons.
Made a number of minor fixes and tweaks.