Sorry for the long, long delay responding to this - I posted my initial comment, then got super busy and haven't been back to the forums for a few months.
I'm back here because I had a couple of questions about your Socialize charmset. Knowing The Soul's Price had (Essence) bonus successes on the roll in the original version, which are removed in your rewrite; was that intentional, and if so why? Also, Wise-Eyed Courtier Method in canon has a once/scene restriction and reveals surface attitudes, emotions and Ties; your version reveals motives and emotions, and doesn't appear to have a once/scene restriction. Again, are those differences intentional, and if so, why?
Regarding my previous post, a very belated reply:
Fair enough. I'm not particularly bothered by the idea of (at least) some Charms as discrete powers, so this wasn't a problem for me.
The original version of Power-Awarding Prana gives you a huge amount of versatility, though; if you enter a town and there's just been a terrible accident and people are badly injured, and nobody in the group has Medicine Charms, you can use PAP to gain an entry-level Medicine Charm and play life-saving medic. Or you can use it to learn Seasoned Criminal Method if you want to quickly get in touch with the local criminal underground. Or learn Graceful Crane Stance for just long enough to cross the rickety bridge over the chasm. You have to have pretty good ratings in all these Abilities, and this kind of cherry-picking of entry-level Charms will never let you compete with specialists in those fields, but it enables your party's loremaster to also be its jack-of-all-trades; buying any one of those Charms doesn't give you nearly the same range of options.
Let's see - Prophet of Seventeen Cycles, which you tagged as Sidereal-like (as I mentioned, I do like playing Chosen of Secrets, and that may be the issue here ;-) )
Sacred Relic Understanding was one I liked - yes, if your GM just says "go ahead and roll Int+Lore to figure out how the artifact works" without this Charm, then you don't need the Charm, but I've certainly had the experience of:
Players: "we want to know how this thing works"
GM: "ok, then try putting it on / pressing the big red button and see what happens",
with no opportunity to figure it out except by (sometimes explosive) trial and error. It's also nice to have codified difficulties for this.
Similarly, I liked Truth-Rendering Gaze - the only part you kept was the geography part, which was not what interested me. I like Lore Charms that give you an edge in understanding how things work; I think you're perhaps mentally assigning those to Craft in the case where "things" = "artifacts", but I'd rather keep them in Lore, Craft already has plenty to do.
I think I like the "introducing facts" mechanic more than you do; I probably would have kept Bottomless Wellspring Approach.
That said, again, awesome rewrite!
I'm back here because I had a couple of questions about your Socialize charmset. Knowing The Soul's Price had (Essence) bonus successes on the roll in the original version, which are removed in your rewrite; was that intentional, and if so why? Also, Wise-Eyed Courtier Method in canon has a once/scene restriction and reveals surface attitudes, emotions and Ties; your version reveals motives and emotions, and doesn't appear to have a once/scene restriction. Again, are those differences intentional, and if so, why?
Regarding my previous post, a very belated reply:
Power Awarding Prana was in design space that I don't think should be explored. It's too meta, too "charms as real things" rather than "charms as representing how cool you are."
If you wanted to access charms above your current level of knowledge yourself... just buy one of those, instead of spending the XP on power-awarding prana.

Which ones specifically? I removed a lot of Lore charms, and guessing wildly which ones you liked doesn't seem that helpful. I don't want to remove things that actually inspired people, just all the extra chaff. (except for forging artifacts/armies from the wyld - that I do want to remove, even if it did inspire people. Be happy to discuss if that's the part you meant).
Sacred Relic Understanding was one I liked - yes, if your GM just says "go ahead and roll Int+Lore to figure out how the artifact works" without this Charm, then you don't need the Charm, but I've certainly had the experience of:
Players: "we want to know how this thing works"
GM: "ok, then try putting it on / pressing the big red button and see what happens",
with no opportunity to figure it out except by (sometimes explosive) trial and error. It's also nice to have codified difficulties for this.
Similarly, I liked Truth-Rendering Gaze - the only part you kept was the geography part, which was not what interested me. I like Lore Charms that give you an edge in understanding how things work; I think you're perhaps mentally assigning those to Craft in the case where "things" = "artifacts", but I'd rather keep them in Lore, Craft already has plenty to do.
I think I like the "introducing facts" mechanic more than you do; I probably would have kept Bottomless Wellspring Approach.
That said, again, awesome rewrite!
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