For "Mage: the Transgression"? Well, the big problem that I always saw with
Genius was a fatal inability to commit to either of the two game ideas it was Schrodinger'd between.
See, half the text is describing a very WoD-type game: you're not playing as a Spark from
Girl Genius, you're a person succumbing to a very dangerous, unpleasant, and existentially horrifying mental illness - for all who may call it "insight", the force gnawing at the back of your skull represents an ongoing breakdown in your mind's ability to grasp simple, necessary-to-function bits of association, like"a thrown object eventually strikes something", "the night sky is black with speckles of white", or "1+1=2". Humans are practically defined by their ability to identify patterns in almost anything, and now your brain is starting to prioritize nonsensical, pareidolic coincidental correlations over actual chains of logic.
The reason Geniuses start to have trouble communicating with normal people as their "Insight" increases is because the mental garbage flooding their mind is starting to spill out as the light of "Insight" eats out the backs of their eyes, and they end up making crazy hobo statements like "Yeah, fuckin' construction workers don't wear proper boots when they lay new asphalt" when somebody mentions their shoe's untied. And the more they try to explain that initial statement, the more obviously insane they seem,
because they are actually insane and what's coming out of their mouth is just schizophrenic word salad.
If you're a "Genius", only difference between you and a dementia patient is that your diseased psyche keeps spitting up schematics and designs based off your madness that can sometimes,
maybe,
with a great deal of effort and no small amount of luck, be developed into a useful device. For every device you successfully assemble, there's three that will spend eternity half-assembled and stillborn in the depths of the abandoned building you call a laboratory, and even the "successes" are going to be riddled with flaws and design bugs that never, ever come out no matter how hard you try.
It's a game where the mad scientist conceit is just a paper-thin facade, and the meat of things is deconstructing the entire trope - you are a fraud and a lunatic whose bullshit is semi-justified by a supernatural comorbid illness that occasionally makes the universe forget that you're wrong. Its themes are built around very real fears of being pitied and looked down on by others, of feeling like a fake and a failure, and of having your talent fail you when they're needed most.
Unmada and the Enlightened are object lessons on what's probably going to happen to you at some point - fellow sufferers who have either disappeared into a web of delusional coping mechanisms or allowed the illness to dominate them to the point where they no longer care about anything other than fulfilling the irrational compulsions it brings.
Then you have the other half of the text, which
@EarthScorpion pegged dead center as oWoD fans who want to play Sons of Ether in the new setting, and the two halves just cannot possibly coexist.
Trying to toss
Mage: The Awakening in there is just making the original problem worse, and the motives I'm picking up from the link imply they don't even understand that game's themes, so they'll probably just end up with the TTRPG equivalent of Brundlefly. My prediction is a 9 out of 10 on the Horrible Scale.
As for "Prometheans 2.0"...
First up, his idea for Nu Centimani is just utter shit. Likewise, he seems to really like the idea of having some sort of large Bad Guy Faction opposing the Prometheans, which just feels stupid and unnecessary - the original line's antagonists were always heavily weighted around the idea of unique threats - individuals whose only uniting factor was that they'd all somehow gotten involved with the world of the Created, and ended up using that knowledge to do terrible things.
Tsar Bomba and Cancer Boy might both be Zeky with a thing for mass murder, but they're also individuals with completely separate motives, methods, and ways of thinking, and they'd probably end up killing each other if they happened to meet. Would the game be improved if the two had been shoehorned into some "Cult of the Great Division" in the name of producing a monolithic opposing force for the players? Would Doctor Dunleavy's horribly failed quest to resurrect his son have somehow been made more poignant or narratively fluid if he'd happened to share an employer with Robert Hughes' creepy one man sex-doll company, just because they're both scientific types whose research involved the forcible study of Prometheans? I personally don't think so.
Promethean's themes work best when it's channeling things like
The Twilight Zone,
Swamp Thing, or
The Fall of the House of Usher, honing in on its ideas of uniqueness, personal struggle, and hidden flaws, as opposed to some ill-thought-out "misfits fighting Professor Nefarious" narrative.
Mind you, I did like some of his ideas about giving the Prometheans' inner struggle to define themselves and understand the world around them a degree of mechanical representation, with the throng caught between the twin perils of either becoming a stagnant walking stereotype or losing all sense of self-determination and mental clarity in the face of reality's tumultuousness.
The concept of Prometheans getting dehumanized into object lessons or whitewashed ideals to be inspired by has some value too, but between him trying to drag real-world bullshit into it like Beast did and his treatment of the retarded, ideologically incoherent "moral" of The Protomen's first album* as some brilliant work of human philosophy makes me incredibly doubtful that he could execute those ideas without mashing them into toxic slop in the process.
I'll admit, I myself was a little bummed at how Promethean emphasized trying to become human and lose all the weird alchemy-powers as the thrust of its story, but I also had to admit that it was probably the beating heart of the entire production - for the vast majority of Prometheans, their power is of little use in giving them the things they want, and giving it up in exchange for being able to have a pleasant, ordinary life is a unique endgame for the nWoD setting.
The thing is, you could still have Prometheans who didn't want to become human under the original setup: they wrote up ideas in the Centimanus listing for how you could play as a weird transhumanist, they suggested having Disquiet only apply to non-supernaturals so you could befriend members of other splats, and it wouldn't be impossible to have a small throng who devote themselves to developing Pyros-based "magic", or studying anomalous expressions of the Divine Fire, or are even just members of some big, creepy family of maladjusted Prometheans and mind-controlled Mockeries somewhere out in the sticks who were sent out to gather supplies, or track down a former associate of your 'parents', or check on a secondary settlement where some big project should be paying off by now.
Burning it all to the ground and trying to rebuild with
Beast: the Primordial and
The Protomen's "The Stand" as blueprints seems destined for apocalyptic failure. 10/10 on the Horrible Scale.
* Seriously, I love the Protomen, but they were terminally depressed when they wrote that album, and it fucking shows. Their version of Protoman is a whiny, self-centered hypocrite who belittled humanity for "not fighting at his side" despite the fact that they, unlike him, weren't bulletproof killing machines with arm-mounted laser cannons and would have thus been hilariously mulched by Wily's robot goons if they tried anything. Also, treating it like some great symbol of the people's corruption when they cheer the defeat of a traitorous shitstain who joined up with their oppressor and went on a killing spree because he apparently felt they didn't love him enough. Seriously, his response to deciding that humanity wasn't worth saving was to start actively helping to crush out all dissent and civilian resistance, making his self-righteous moaning over there being "no heroes left in man" utterly infuriating. Mind you, Doctor Light helped get the ball rolling when he decided to put all hope of mankind's freedom in the hands of a newborn hardware AI, rather than just passing on his knowledge to the resistance so they'd have the engineering know-how they needed to effectively oppose Wily. Part of what made me love Act 2 so much was the way they established why he did that, how Light's worldview renders him largely incapable of seeing the common man as more than helpless victims in need of saving.