I really enjoyed this chapter. To get it out of the way up front as usual I liked the way you described the powers they really do seem weighty when you describe them. It goes far beyond the descriptions of the powers in the jumpdocs both in thoughtfulness and artistry.
The discussion introduction section of Uppercrust's team scrambling a bit and the back and forth with Survey are both a lot of fun. Survey being able to flex her unique abilities and then the insight and dialog with yellowjack are both really well handled. You definetly sold the feeling that Joe and Survey are well prepared for this meeting and are the stronger party going in.
Following on from that the meeting from Joe's perspective really showed how Joe has grown over the course of the story, a lot of it certainly had him leaning on Mental Fortress which is understandable but it also has him being proactive and not dwelling on mistakes or being insecure about his place in the world.
The thing about chess metaphors being overdone and then Joe happening to slip into them in his thoughts was a fun flourish.
I also liked how you made Craftsman of the Gods matter in the moment. It was still disruptive but it was also disruptive for Joe and it reinforced his pre-existing understanding of his abilities.
I expect Joe would have still made the same descision without it but maybe he would have been a bit less confident.
Showing the healing from Uppercrust's perspective was a really good descision, I think most of us, myself included are lucky enough to not really need to deal with the impact of that kind of condition but I think you did a good job of really driving the weight of it home and the impact of that burden being lifted.
I also like what Joe asked of him, it fits Joe well and conjuring some gold casually was fun. I'm looking forward to seeing what Joe makes for Uppercrust.
Rolls Analysis:
Knowledge (600-600): This is the first knowledge roll with 600 points in a long while. There are honestly a huge number of powers that could have been rolled. Obviously the roll could have polished off the Star Trek Skills or rolled either of the two Warhammer 40k perks that have come close to being rolled a couple times in recent chapters. The bulk of things though is with the nine different 600 point perks available. Combined there was a 12/14 chance something would be rolled. Many of these 600 point perks fall into the category of reverse engineering. The Fallout one comes with the full fallout techbase, the Halo one comes with a free corvette and also the full human techbase plus some insights into Forerunner tech, The MCU one guarantees that anything you reverse engineer will give you useful insights and finally the Stargate one comes with Naquadah and enough of an entrypoint for Joe to reinvent the Stargates themselves. Joe could also have gotten the entire Raildex techbase with some special attention to being able to make Espers, the abilities of a Farnsworth level Futurama professor complete with a cabinet of doomsday devices, the ability to modify Symphogears combined with a free Symphogear which at this point is realistically enough for Joe to make new ones, and last and maybe least the full human techbase from Starcraft with some starting insights into the Zerg and Protoss insights. And that's just the first roll from today.
Alchemy (100): Joe needs 200 points for Mixing Mixtures, everything else requires at least 600.
Resources and Durability (200): 400 points are needed for Armsthrift and 600 for Firestorm.
Knowledge (300): There was a 1 in 13 chance to get three Star Trek Skills which would have meant only one was left.
Personal Reality (400-100): Office can be further enhanced if Joe rolls VOWP Cellular Service which provides fiat backed phones and SIM cards. The synergy with Office is that he can place calls to the direct line of anyone in the world. Doesn't matter if they don't have a phone he can place a phone call to them. How does it work? Who knows. Computer Hub synergized with Central Control, Robots, and the Mall. Computer Hub and Extranet ensure that the Central Control system and Robots are linked into the Workshop Intranet, underwhelming but useful. The synergy with Mall is similarly underwhelming ensuring that there's always a bonus print shop with relevant supplies.
Size (400): This is how I want it comes with a bunch of self-resurrecting Kerbals and was available. Nano-Forge and Cybertronian Forge both cost 600 points.
Personal Reality (500-200): Realistic ground cover in addition to what was mentioned in the chapter provides fiat backed dust and dirt management for the created materials. Dig it is as described in the chapter. Neither have any synergies that haven't already been obtained.
Time (400): One-Man Assembly Line and Strong Spark both cost 600.
Magitech (500): There was a chance to roll Technomancy from Mage the Awakening which comes with the applicable magic system. The other 7 perks all cost 600 points.
Quality (600-600): The whole of Quality was available here. The least impactful roll would have the repeating pair of Minor Blessing and Unnatural Skill that used to come up so often.
Synchronicity Event would have been quite impactful and even more so than before this chapter because it boosts all Psychic powers including that of Whispered. Titan's Blood would have granted Joe another source of minor Precognition while similarly greatly enhancing his crafting quality via boosting Deadulus's Student to fully divine levels. Chosen Of Death greatly boosts crafting speed and also is yet another source of divine level crafting. And finally there's the perk Joe got Craftsman of the Gods.
Time (100): Same as above just further form obtaining either perk.
Magitech (200): Same as above without the chance at Technomancy.