My main areas of focus for now are:
- Fluff. The game needs a setting, with a few different factions, and some interesting background material. Not everyone may use it, but it's better than just a sterile set of rules.
- Rules for ground combat. Dive into the Sky has none. If I'm going to broaden the system, I will need to institute rules for situations outside of air combat. Preferably, the air combat and ground combat rules will be able to interact well, and one can seamlessly move between flight, and fighting on or near the ground. Mecha musume types seem to do that, especially in the sort of sources I'm looking to for inspiration, like Infinite Stratos and Cosmic Break.
- More equipment options, and better rules for equipment and weapons. The current rules are somewhat lacking in this regard. And I will need to change it if I want an Armored Core approach to things, in which characters have many options which do different things.
- Character advancement rules. As before, there are none. This isn't good. At all. I've got some ideas, at least.
Oh, I was asked a while ago for point-buy rules for DitS. They're in an older post, but here they are again. Rather than roll dice for attributes, you get 100 points to distribute across them. Each attribute still starts at 20, and points add to the attribute on a one-for-one basis. No attribute can be above 40 at character creation. This method will yield slightly above-average characters.