I've got some typographical stuff, but from the list I'm assuming you want content based stuff first?
General stuff:
Like the background images, and I think the contrast is very good for the text - looks damn fine. Font and page spacing is great and doesn't distract from the text. Section breaks - hmm, it does flow nicely when reading through, but I suspect when you're trying to find a section (more usual) then a more prominant section break would be good.
Anyway, here we go:
p5 deviant wheel - words are potentially confusing - could be read as filling in 5 boxes or a single trait. suggest "Fill in up to 5 squares in a trait, then fill up the opposite until the total is 5. Continue until all the opposite sides of the wheel add up to 5."
p7 deviant wheel - the tip at the column break is practically identical to the tip two paras later
p9 skill maximum - v4 says 99%, used to be 90%... change in policy?
p10 Instructor courses. cost depends on many factors but should be half the AI training - "about half" instead of "half"?
p11 starting skills and bionics - probably could do with some clarification here. There are four potential numbers for a bionic char: original number from stat generation, post-psychotheatric number, pre-bionic number including any trained raises and their bionic stat. I suspect that the number in the bottom disk is the second of these, and the one to be compared to? If it uses non-trained levels, this rule is relevant to non bionic chars. If the only stat other than current level that matters to a bionic char is pre-bionic level, we should formalise the rubbing out of the bottom number on getting bionics and replacing it with the old top number...
p11 improving skills - "The GM will set how many times you may tick a skill per session. The normal number is 3 times" - could be taken as an assumed three ticks per skill per session. suggest the rewording "The GM will set the maximum number of times a skill can be ticked per session. The normal maximum is 3 times."
p11 improving skills - "If a character is using a lower epoch skill to perform a higher epoch task, then they may not tick the skill". I agree with the sentiment, but either the char hasn't got the higher epoch skill, in which case there is no skill to tick, or they have the higher epoch skill in which case they (at least used to) have to use the right skill...
p12, top para. Modifier when using an attribute (-4?) should be repeated here.
p12, same para, reference to the skill diagram - move ref or refer to index?
p12 overall. Am wondering if a lot of this detail should be in the appendix with the skills, with just the more overview, backgroundy stuff inline with the rules... seems odd to define know/sys/design the opposite end of the book to the list that it refers to?
Oh, missed one. p5, irritate tthe gm with questions - I'm fairly sure this isn't optional

Hope that's helpful mate, if not, do tell me to bugger off
