So, I'll start by saying that I really like some changes to spirit powers, especially a clarification on the effects of Movement on vehicles and the update to Concealment. Other changes (or lack thereof) I was less thrilled with. Specifically, I noticed that the power of both Engulf and Elemental Aura were updated in power and now include an AP equal to the spirits force - cool! However, no such update was included for either Natural Weapon or Venom. So, what this looks like now, in terms of comparative power:

Air Elemental - Force 6 - Optional Power (Energy Aura): 15 dice to attack, base damage = 18 with AP -6 (against air filtration)

vs.

Beast Spirit - Force 6 - Optional Power (Venom), Optional Power (Natural Weapon): 13 dice to attack, base damage = 6 with 0 AP. If damage gets through then next Combat Turn the target will have to resist an additional 6 damage...

Obviously, Beast is more than a little underwhelming.

Natural Weapon is now the worst ability - it actually penalizes base damage: I'd be better off just having it use Unarmed Attack and do stun damage at a base DV of Force +2. At a minimum this power should include an AP (Force) component, and should probably do a great deal more than that, just to bring it in-line with the other spirits. At least with Venom, there is the potential that my GM will grant me some other effect than the default.

I was honestly hoping for a bit more differentiation between some of the spirits. For instance, I'd be happy if Beast appeared to be just that, an animal, to the casual observer; then the low damage can be somewhat justified. As it is, this simply appears to be an oversight which I would like corrected.