ACTS: Abstract Tabletop Roleplaying System (needs feedback)

I've been working on this system for a while now, and I've managed to beta test it a bit and work out some major kinks, but I'd like to get as much feedback on it as possible, so I'm posting here.
The system is focused on, as might be expected, abstraction to keep things simple, and cinematic conflict, whether combat, movie-style hacking ("they're breaking through our second firewall!"), political struggles, or anything else.
The system is in early beta, so some stuff is missing. The 'utility' power needs to be split into a whole lot more powers, I need to add summoning/companions, and a lot of balancing needs to happen, especially in prices. Drawbacks are also incomplete, the Storytelling chapter needs to be written, and I need to add more information on non-combat conflicts where a group may square off against a single enemy, but in something like a chase scene, where numbers are less relevant.
I'd also like to look at injuries, and maybe make them apply less of a penalty, as injured characters tend to become useless later in a fight, and I want to find more ways to allow players to influence the game outside of their turn.
So, here it is: http://dl.dropbox.com/u/526357/d12/ACTS.pdf
If anyone is willing to read through this monster, I'd appreciate any feedback.
[Edit]: I also have a sample character made: http://dl.dropbox.com/u/526357/d12/Maximilian.pdf
He's a little combat-heavy, but that's where the system is most interesting right now, so that's what I've included most.
The system is focused on, as might be expected, abstraction to keep things simple, and cinematic conflict, whether combat, movie-style hacking ("they're breaking through our second firewall!"), political struggles, or anything else.
The system is in early beta, so some stuff is missing. The 'utility' power needs to be split into a whole lot more powers, I need to add summoning/companions, and a lot of balancing needs to happen, especially in prices. Drawbacks are also incomplete, the Storytelling chapter needs to be written, and I need to add more information on non-combat conflicts where a group may square off against a single enemy, but in something like a chase scene, where numbers are less relevant.
I'd also like to look at injuries, and maybe make them apply less of a penalty, as injured characters tend to become useless later in a fight, and I want to find more ways to allow players to influence the game outside of their turn.
So, here it is: http://dl.dropbox.com/u/526357/d12/ACTS.pdf
If anyone is willing to read through this monster, I'd appreciate any feedback.
[Edit]: I also have a sample character made: http://dl.dropbox.com/u/526357/d12/Maximilian.pdf
He's a little combat-heavy, but that's where the system is most interesting right now, so that's what I've included most.