Themewise I don't want to force people to stick with something. IE they make this badass weaver and while playing they discover 'weaving is no fun for me to RP aobut. Just not my thing.' I don't want them stuck on that thing for always. In CG I am thinking of going along with a list of professions that give some free skills or something then it costs a little less to take the skillls/aptitudes in that profession skill set. If you veer out of it the XP cost raises considerably. This is both to help people know what to focus on skillwise for their chosen profession while encouraging people not to take everything and their freaking brother. It might be a little more stick than I prefer but it might stop the over run of people taking just the most profitable professions and giving people chances to legit shine in their line of work.
Magic: Yes, how it works I am /loosely/ considering set spells that are connected to each God. So, there would be 7 spell sets, primarily (how many subsets in each one is negotiable still). And a friend brought up a valid point on this next angle: Magic is hereditary (that is not the friend's point, I'll get to it). How it is done is magic is passed down from a parent and only 1 child can gain the magic. IE if a mother has twins the magic from /her/ blood goes into one child and if the father is magically inclined his magic goes into the other. The parents can continue to use magic until the twins are of age (16, as an example) then their magic fully passes on and they lose their abilities (It keeps the magic relatively under control and there is not 50 million magic users).
Also to control the excessive nobility I was /considering/ limiting how many nobles there can be. IE 1 noble to ever 3 commoners or something like that. I did like @Coin's limits thing for spheres.
The rest of the questions I have not solidly thought about yet.
@Songtress I would help. Even if things go overboard. To me that is the point of having more than 1 staffer type involved in the creative process. We can spit out all the ideas then reign them in and find some where to balance things out and remove what doesn't work.
Tech: Still pondering
Flavor: I am open on discussing that. Rght now it's probably lingering in BRonze Age or Early Iron age, as I prefer sword, bows and arrows, etc over guns and junk.But, this is not necessarily a solid thing and could change as more theme gets sorted out.