Ok, well, I think people are mostly aware of what did and what did not work out. There were some particularly important lessons- concentrated Mook assault rifle fire is VERY dangerous, so try not to let people become sole targets against mook groups designed to fight lots of you. Then there was the thing about Gunners having some form of defence that works up close, because otherwise they can become seriously comrpomised.
I think people were a little under-tapped at times, though this eased out near the end. I think some more CofC taps at intelligent times would help. The trouble with CofC tapping is that unless it refreshes quickly, within a few turns you end upo killing less than you would have done. So the trrick is to tap it when you desperately need the effect; first turn intoi a room full of bad guys isn't a bad time, to cut down on the vast amounts of enemy fire. This was especially true of the final room.
Those Knights were horrible. It was five successes needed to down them, two points of armour and half damage (BEFORE armour) against bullets. So shooting at them without Eagle Eye was a complete waste of time. Shooting at them with it was slow, but could be done safely at range. Hackers were your best bet against the Knights. Trouble with armour is, the more attempts you need to drop a Mook armoured target, the more effective the armour has been. Take Melkor, going for the Knights down below. Although he was attacking two at once, he does not have a high die pool. Even rolling three successes- not bad on his dice- that was only one damage at a time because of the armour. He needed, at that rate, a total of fifteen successs to kill it, taking five turns! Almost ludicrous. Compare San and Melis. One had a huge dice pool, rolled seven successes in one attack and killed one stone dead; the other was ignoring armour, rolled five and killed. Kill the damn thing in one hit and the armour has not done much. And as those Knights had a base damage of four and an attack pool of six, simply standing near them caused your character to become more and more dead... Even though it would only have been attacking one target, a much better tactic for Melkor would have been to use Dim-Mak and attack them unarmed. Then, ignoring armour, he could have dropped them on average one every two turns.
What surprised me is that no-one went for the dead centre of the lowest floor. Any Gunner there could fire at absolutely any target; it was a good position. It made you vulnerable, too, but that was probably a secondary concern. It also would have saved Gunners the trouble of actually running up to their targets, which is what they seemed to be doing. I thought there might actually be quite a fight over the middle ground.
Anyway. Zuban was six dice, base damage five, Heealth of 70.
The Twins had seven dice, Passive Wings and Defensive Master (the tap ability of whuich did nothing for them) and a base damage of 1. They had a health of fifty.
General Lee had Defiant Farmer, Defensive Master, King on the Water, Storm Turtle and Sharpened Scales, with nunchuk damae of two. His health was sixty, and he was attacking with eight dice.
None of these Paths were literal; they were all simulating the maximum skill of 'mundane' opponents, with paths being used to help simulate that, such as the opposition you faced at Ni Zahn's place. Technically Zuban was breaking the human health limit, with 70, but with the 'big bastard' template that he represents, it is ok to push things a little. In any case, it was very easy for you guys to be more skilled than them.
They weren't really running off your rules, they were simpler; they never swapped, and all their tapped powers untapped at the refresh.