So most people like the Mind stat taking over from the will-int stats; with "General knowledge" taking over for the generalized "Roll to know something" that int was used for aside from being mind ammo.
This would mean that Manips and Amps used the same stat.
However, there are lots of people against removing manips. I want to hear why. Here's my reasons for thinking about removing them and basically giving the Uncon side of the armory a bunch of new stuff.
1. Manips are exploitable. I already see people thinking about using them as bombs. Damage along this level shouldn't be available for 3 tokens and randomly punching a keypad. I know we have nukes, but those at least can be defended against and require good rolls. And the powerful ones cost more.
2. If we merge int and will into one stat, it rather devalues Manips. They become basically identical to Amps. Which they kind of already were; I've already spilled this on the IRC, but Manips and Amps both directly access your brain. Thats why both cause headaches. The math, which changes every time and which you can't use machines to solve for you, is meaningless. It's just the manip sort of feeding information to your brain to get it to behave the way it needs to use you. The only real difference here is that the Amps access you directly and can deal direct damage to your brain, while Manips use a battery (which contains living human brain tissue) as a sort of proxy. They burn out the batteries instead of you. So removing them from the armory wouldn't remove them from the universe, it would just be Steve removing them from stock. Automanips and the like would continue to exist and nothing would be retconned. Those of you with manips could get refunds of course, or trade it in for an amp.
3. It would let Exo and Uncon actually be different things. Uncon and exo are very similar as they are; they're literally the same things in terms of amps and manips, just using different skills. And, as people pointed out, Will was a much more useful skill then Int. This means that Manips are basically a less useful version of Amps in many ways, and they really don't have any useful traits beyond their ability to be thrown away if you fuck up. I want to give Uncon it's own sort of feel. Con is your standard soldiers. Aux is techs with tech weapons, Exo is your xeno courting space magic heretics with great power and generally short and messed up lives. And Uncon are urban combat, guerrilla warfare, trap making, melee weirdos who bring a sword made of lightning to a gun fight.
4. Space magic should be much more scary, dangerous and powerful then it is. Right now it's pretty OP and rather banal in a lot of ways. People just casually do things with it. This happened over time and it's not really in mind with what I want for space magic. It's too exploitable right now. So instead of continuing like this, I'd like space magic to become (or return to) something where it's like a grenade with a faulty fuse. It's more powerful with individual uses, but it has consequences and will be used more sparingly and with more thought. Something akin to magic in the lovecraftian setting; it comes from something very bad, and it does bad things to you. With amps being the only space magic like this, it will let me handle changes like that more easily.
These are my immediate reasons.