I noticed there were some places where I wasn't sure what was intended by the rules, and I'm curious how others have interpreted these.
In the Fray description on p. 48, it mentions the skill is halved for defense vs. Guns. It's not clear if the specialization bonus is applied to this first (in which case it is effectively +5) or if it is applied after. I assume other modifiers would apply after.
Edit: Based on the updated specialization text, I think it's just a modifier to the roll, and should apply after (the red box on page 203 indicates modifiers are applied after division).
In the Free Fall description on p. 49, it's clear that this skill is used instead of Athletics in microgravity. It's not clear what happens with the Pilot skills. We could use the same Pilot skill. This is probably appropriate for Pilot: Air (since microgravity isn't much different there). It might not be appropriate for Pilot: Ground without something like a magnetic system/grip pads. In that case, should Pilot: Space be used instead?
In the Aiming section on p. 206, it's clear that you can only use your quick action to aim when firing in single-shot or semi-auto mode. It's not entirely clear whether you can use a complex action to aim when firing in Burst Fire or Full Automatic mode, though I assume you cannot. In any case, the play example on p. 203 involves the quick action aim with burst fire, so there's at least a contradiction.
Edit: The 1.1 update removed the aim from the example.
In the Railguns section on p. 211, it mentions "Railguns are available in the same models as firearms (pistols through machine guns)." I take this statement to exclude the Polygun variants as well as the Sniper Rifle, but I'm not certain if that's intentional.
Edit: Based on the 1.1 update (which removed this text), Railguns no longer exclude Polygun and Sniper Rifle.
In the Bot/Vehicle ALI entry in the table on p. 327, the ALI gets the Pilot skill at 60. Since many Bots and Vehicles have multiple movement modes, it's possible they should also have secondary movement skills at 40, possibly also including specialization. Similarly, I assume those with biomimicked movement would have Athletics at 60 instead. Since ALIs can't default, they would be unable to operate in those relatively common situations without the skill.
In the Hardsuits section on page 351, it's stated that "Occupants can only wear armor with an Armor Value (either energy or kinetic) of 4 or less inside the hardsuit." I'm not sure if this is supposed to be based on the total (including armor additions like dermal armor), or just the flat armor, like the Crash Suit.