Regarding 3)No, itīs just a 50% smaller price tag with the drawbacks that you canīt control when you will turn into a Dragon for the first time and not getting a second power on the first Dracogenesis. Depending on the DMs timing for D-day, this can be either a really nice deal or an invitation for disaster
Regarding 1) and 2): To my utter surprise, I actually
really really liked the new Drake rules at first! I build a new Character right away (Eastern Drake Physad, bit chliché), turned out fine. A little array of NPC (
Drachenschatten Novices to accompany the Elite NPC listed in the book, a Sea Drake Combat Diver...), turned out pretty flavourfull while not being too scary to ever throw at may players. Even got some idea for additional Dracogenesis Powers, like a way to actually profit from selected augmentations in the Dracoform.
Something felt off... was Sixth Edition finally getting on track somehow?
And then I remembered that I already heavily houseruled a lot of Critter Powers, mostly in an effort to give some semblance of balance to Spirits. Hardened Armor only grants Bonus Dice to the Soak roll, not a flat damage reduction. Elemental Attack uses Magic/2 (with the Exeption of Adult Dragons, who continue to use the full value) to calculate the Damage value, as does Engulf and Energy Aura. Regeneration only heals the Net Hits of the roll, without a flat value added on top. It only turned out fine because I already had these houserules.
So yeah, when used with the RAW versions of these Powers, Drakes are absolutely, cartoonishly overpowered. But then again, so have been Spirits for the entire run of this Edition. Once again, the apple is rotting from the core (rulebook) here