I have always liked the underlying concept of SR magic in that you could cast spell till your head imploded. No mana or casting count to track, no memorization/preperation. Cast gently and you can cast all day. Push the magic too hard and it pushes back. Cast two (or more!) spells simultaneously and it's risky but can theoretically be done. Plus many targetting ranges are defined by true LOS. Nice, no need to get out the tape measure plus provides the limitations to curb magic in a techno world.
These are all, is my opinion, prime examples of the rules defining the setting. If they aren't in SR4, in some form, I can't see how that wouldn't constitute a setting change. So I'm going to assume they are there. But beyond that, what needs reworking?
0) Spell descriptions fleshed out. Wowsers does it need this. Those things were always so difficult to interpret, both effects, targetting, resistance, etc. Also how the spells interacted with other effects and objects in the 6th world. Spell interactions, there are none defined. This is linked to #1.
1) What the Force of a spell means. The way Force influenced the activity and effectiveness of a spell varied widely leading to overpowered Force 1 spells (for example Improved Invisibility).
2)
3) Resisting spells. This needed some clarifications, but this all changes to the new mechanism.
4) Spell defense, though I guess this is going to be redone anyway since the Spell Pool is dead. Just is it really bugged me how Spell Defense worked. It's hard to put in words, can someone else take a shot at putting my issues into words?
5) Group casting. In the past this seemed....just....ill defined. I think this could be redefined with a mechanism small enough to put into the BBB. Whether it will be or held onto till a Magic extensions book? *shrug*
6) Ritual magic. Creating a link seems too easy, and yet too hard. It seemed to lack degrees success that you find in other areas of SR, thus having the same failings as other systems that have a strong boolean pass/fail *cough*D20 scrying*cough*. That whole thing is a mess. Not sure they can fix it and still fit it into the BBB though.
7) The Ways. This turned into a jumbled mess of fluff with no crunch, making it hard to ajudicate in a fair manner that still allowed real differences in playing. It was like getting different beers from a major brewery; Different labels on the outside, but the stuff inside all tasted the same.
8 ) Adepts...addressed in another thread, but what do you think needs to be in the BBB vs. MitS4? I hope they have a full rule set layed out the BBB is a coherent core of what they later release instead of contradicting.
9) Spirits & elementals. Hmmm, these worked ok I think. Maybe they need a brush up on the powers descriptions, and better fluff on how the powers appear.
10) Foci. Any thoughts here?
11) Initiation. No way this will get proper treatment in the BBB, but looking forward to MitS4 what do you think about Masking etc. requiring Grades? What about progression of the Magic attribute? Should Initiation be unlinked from learning meta-magics? I think there is good things in that direction.