It needs all the prices added in as that's what the author uses to roll his tables, in addition adding links to all the docs would be very useful so might need that too.
There are also a shit ton of perks and items still missing, I still have like 10 jumpdocs worth of stuff to go through and add.
IMO, It can use having at least 20 jumpdoc worth of stuff removed, rather than more added. There is still a lot of redundancy among the various perks and you don't really need a dozen ways to do various things, such as Alchemy when most of those are just minor variations on each other at best, and you could easily say with just some trial an error they could make those variations anyway.
Everything added really should be unique in someway, ideally it should be clear why it was added on it own from the text of the perk itself, but justification from in setting itself in what unique items it would grants would also be fine. I don't think it should just be another, you can craft machinery, or you can make potions. Unless you talking about you can now make lightsabers, or you can now make potions that bend the laws of reality rather then normal potions from settings. Something that is clearly new and worth noting. Your a better mechanic, as LordRoustabout noted, is only used the first time, and every other time isn't even worth mentioning other the you got another perk that lets you do the exact same thing you already can again.
I been working on my own version of Celestial Forge, using Taylor as the Main Character, which I am planning to post once I have more of it done (only 10,000 words right now) and I already found it much better to fall into author flat and outright remove perks as they are rolled, then reroll when they don't really give her anything new as far as I can tell from the document itself. Maybe there something special about Alchemy in that setting that means it worth grabbing that perk after all and I am completely missing that special about that version of Alchemy over another. But I am not researching over 200 different fictions for every single perk just to figure out what special about it.
If I can't figure out from the jumpdoc why I need even a second version of a skill that already been gained by other perks, and I don't know the fandom well enough already to answer that outside of it, I just cut it out entirely and assume that Taylor could already make what was covered under it from what she already got.
In that same vein, Taylor gets skills from the perks as I understand it from the documents as well. So if they don't make it very clear they grant something unique, from the setting that Taylor couldn't puzzle out within a few days with her other skills and a need to make such a thing, they get zapped as well.
It would be extremely nice if a setting had some rather unique item that means you would want a perk that just appears to make you better at X, but also lets you make it, that it was called out in the document directly. Both what it is, and why being able to make it fit the theme of the forge of the heavens, as with so many fandoms involved, it almost certain that most people who look at it won't know even half of them involved.
I'm actually working on a revision to the old Celestial forge as well to help with knowing what the perks and items actually are due to the fact the author of it used their own version of names on some jumps plus the difficulty of having to find the jump and all. So Im going through and removing duplicate's and adding the cp cost and the descriptions from the jumps. I also take anything that is less then 100cp and add something in to make it 100cp. this is from the weird Raildex one wich was only a "certain scientific railgun" Can't remember if I got the name right but close enough.
I am rather interested in this given I already had to do minor revisions on my own for much the same reason that LordRoustabout mentioned about his use in this story. I really feel like the Celestial forge was in need of a good polish and it would have been an amazing jump chain document on it own after it was cut down from the duplication it had in it, much like the Essential Body Modification or Personal Reality Supplement. Those two have about 100 perks each, compared to the over 300 in the Celestial forge. But for those two, I feel that each of those perks has a place and anything that is the same, but better, is just scaled so you buy a higher level rather then a different perk.
Pull something at random out of that, and it going to be unique in it own way.
Where as Celestial forge, as I am finding in my own go around, is tending more to a list of crafting skills and less a list of the Best crafting skills and items you can acquire. Pull something at random can get you gems, but it also can get you. You can do x again, and nothing more. Not even do x better or notable faster or something that might make it worth it. You just can do it again.