Flamethrower:
I think we could stand to brainstorm about ways to speed up combat, but I've enjoyed this. Yeah, it's taken a while, but once I got used to the pace it was fine.
I actually find that if everyone is posting regularly (myself included) that the combat goes pretty quickly. Setting up initiative is easy and with flexible initiative there can be less waiting when there are a bunch of players up in the order. It certainly runs quicker than other supers games (like V&V, much as I like it).
Sister Moon:
It feels a little repetitive to me, like I don't know how to be innovative with the power. How do you get tricky with it? What else can you do other than throw the blades (as Super Weaponry)?
I have to respectfully disagree here. I don't think it is any more repetitive than other supers games out there like M&M, V&V, or whichever. Generally people spam their best powers and if they only have one or two powers one has to be creative how to describe usage.
That being said this thread here:
link to a message in this game has a section of different maneuvers you can use in combat.
Also once this battle is done everyone will likely be getting 1 competency die which can be used as a permanent comp die, to buy off complications/disadvantages, to add boosts/advantages, or to increase resistances/aptitudes/powers. There will also be temporary competency dice which will be available to spend in the next mission.
So Sister Moon could put 1D into her Crescent Blades which would allow her one use at 5D or 2 uses at 4D which could be attack, defense, or one of each. Area Effect, Extra Effect vs. X, Multi-Power, Reflection, or Variable Effects are also options to purchase.
Also, since this is new for pretty much everyone I am willing to allow people to tweak existing write-ups between missions before spending the permanent competency die. This way knowing a bit more about the game people can make changes to maybe have more options if only having one primary power (for example).