Player since early SR2
Magic, unlimited until you tire out.
Grounding, cast a physical spell through an aura from astral space and see the spell ravage the casters companions.
Astrally active when using magic; magic may be strong but if you are sneaky enough you can punish a user the very moment they use their talent.
Force, any force at any time but pay the price (although 2nd Mana Dart > any other combat spell save Grounded Hell Blast
I miss the old Combat, Control, and Magic pools. Meant you needed to plan more to reverse dice for later.
Also Karma Pool which I think is better than this new (4/5) edge thing :,(
The initiative system, though I think 3/5 is a vast improvement to 1/2.
Riggers, being a vehicle, how awesome is that!?!