Okay, now I just skimmed it because I was looking at the game at a substantive edit level and not at a more precise level. I wanted a feel for the game rather than anything in particular.
A couple of things jump out at me, and most of them are a rehash of what people have said but I'm going to try to expound on their idea. The first is that like Evil Scientist I think you need to rearrange things a little bit. To be fair, there are many schools of thought in regards to "rules or setting" first. If you want to go the rules and then the setting stuff, go for it but when it comes down to it put the character creation stuff before the how you resolve conflict stuff. I want to know how I can get into your game, and the way to do that is through my character. Once I have that, I can figure out how they can go about doing things mechanically.
Secondly, forget the terminology but I'm with the Mr. E over there when I say that your fantasy dna lab yanks me right out of the setting. Just through skimming I felt really engaged in this, kind like In the Name of the Rose style of game and then I get the alchemists and it's like I've stopped caring about it because anything that would have made this difficult and cool has been replaced with a person in a lab coat fiddling with vials and I'm off doing something else.
Any suggestion I have would be to actually do away with alchemy stuff and focus on the old fashioned procedural stuff.
I would also suggest checking out Blowback by Elizabeth Sempat for some other thoughts on how to run procedural stuff. She's got a couple of really mind blowing ideas in that game, though it deals more with spies than police but some of the same stuff can apply. It's totally worth the read and I was really glad I was able to pick it up.