2) Something I would love to contribute to - even just a TOE
I'll get the knife.
In a serious vein ... *cough*
Sea: Salish-Sidhe, Tsimshian and the like - and I have no doubt at all that the PCC had to get into that game, considering their 'acquisition' of LA -- all of them are essentially non-force-projecting nations. Even Aztlan still has only a brown-water (as compared to a blue-water, or major ocean-going) navy. In the SR world, the only
true naval powers are the UCAS (which as of 2072 still maintains nuclear-powered ships in both major oceans),
possibly the CAS (though I seem to recall something about them being only brown-water as well), and
probably England. The only naval
superpower is Japan, potentially supplemented as necessary by the various Japanacorps' ships. Please note that while an army takes and holds land, it's primarily the job of the navy to actually project your force.
Land: As stated, at least the Sioux nation has a required-enlistment period. (You really can't do anything with one, though - doesn't Israel require 2 years?) In general, however, I would expect the small-nation framework to fit all of the NAN states: the Army fulfills all sorts of duties, from Border Patrol fence-watching, to HTR teams, to SpecOps, to 'Highway Patrol' and even baseline traffic control in emergency situations. They
are the National Guard, after all. While their actual
full time roster may be really rather low, I'd be willing to bet that the 'reserve' units are active two weeks out of every eight. Again, I would expect most of the NAN nations - if not many of the non-Euro nations in SR - to follow that 'vibe'.
Air: Thing about air is that usually - or at least currently - it takes some very specialized training to accomplish. In 2074, while your Air Forces may be relatively small (after all, you can cross the entire Sioux nation at mach speed in what, less than an hour?) I'd be willing to bet they're all highly trained and highly motivated.
Integration: The NAN has always been especially noted as being well-integrated when it comes to magic. A mage embedded in a unit is capable of some very top-end tactical juju, and because he's trained with the men he's assigned to, he'll be able to react swiftly, rely on their protection, and trust and be trusted at a level 'specially assigned' mages wouldn't. Imagine your back-seater in your fighter not only handling your e-war, but also being a summoner specialist. And with technomancers becoming perhaps more accepted, imagine your back-seater being a
true wizard when it comes to e-war ...
As a side note - lurker, do you
really think military power is considered a joke in Shadowrun? WTF do you think Fort Lewis is? Who the hell is Angela Colloton? Every nation on (and probably off!) the planet relies on a military in some form to protect its borders and its interests. Magic has its limits, and though talented, trained, and integrated magic makes the tech hit harder, and though magic is currently ahead in the arms race with tech, it's person-specific. You can train any corn-fed hick into a competent soldier, and you can train any thousand corn-fed hicks into a coordinated battalion - but it's chance and luck as to whether or not you catch any mages in there.
A standard shadowrun team cannot (should not!) stand against a coordinated and aware military platoon; extreme high-velocity violence is what they are trained for, with things like 'sneak up on the bastard' and 'cut his throat' added on afterwards. Military power remains
the Big Gun of Shadowrun, one that PC shadowrunners are by dint of their very positions unable to use. That military power may be exercised
much more precisely than even in present day special operations, but military power being a joke?
...