The things adventurers are supposed to do in while adventuring need to be established in advance - explicitly. And then the powers lists need to be fitted to whatever those things are. If you don't do that, things will get out of control - very quickly. Like what Boolean was saying about the Wizards having all the good powers and also being the only ones who knew what was going on with the plot. That's fucked.
What ultimately needs doing is busting out a map, time line, a solid set of species, a set of countries with outstanding grievances, economies, and production. An interlocking system of security measures and limitations has to be introduced and documented. If dragons are supposed to mostly stay alive, they have to be able to mostly stay alive in an emergent fashion from the rules presented. If players are supposed to go in groups of five to fight the dragons in their caves, well the rules should suggest that actually doing that would be a good idea. Because if the rules suggest that you should give all the villagers slings and just pelt it to death when it shows up - people will do that. If the rules suggest that you should open a portal to a volcano and cover its cave off with magma then the players will do that too.
Now the question is, what would I be most interested in putting in contributions for? The answer I think, is this one:
Right. It is looking to have a mostly pan-asian feel, with an emphasis on the early Iron Age, right after the collapse of the major Bronze Age empires. But it needs a lot of work, and I can't do it alone.one for floating islands and crazy ant-people
Redarkhan
Hive Mosyna
Jarbah
Hive acatl
Atayala
Lifarian League
Senicia
The Scrap Pile
So not only does there need to be a lot of infilling, and a lot of plotting out of what abilities people are expected and potentially able to acquire - it also needs a whole series of thought given over to what players are supposed to be able to accomplish and what ind of opposition they can expect.
-Username17