I doubt it, she's not one for chatting on the internet.
One of my players pretty much exclusively plays Bunker - I can't actually remember him playing another hero, but that doesn't mean he hasn't though.
He just thinks he's cool, loves the power suit and shooting things.
I put "A Look at Bunker" into a googledoc, so people don't have to download it (although the formatting didn't translate well).
I also needed a little distractions, so I wrote up some thought on Upgrade Mode (becuase 19 pages on Bunker wasn't enough).
I love the idea of an on-destroy effect for Modes. It would give me more of an incentive to change things up, since I usually feel that once I've settled into a mode, it's too easy to get stuck there. I mean, once you've got a good weapon out and you're in Turret mode, you're not drawing anything new, so you're not seeing what you're missing, so I tend to spend the whole game doing the same thing, which isn't too interesting.
We made a simplified version that we've found to be really powerful, mainly because the others were a bit complex.
At the start of your turn, you may return a mode card to your hand, if you do you may play a mode card.
This simply lets you switch modes out without using a card play to get the new one in play. Returning it to your hand is arguably too good, and sometimes we leave it as destroy, but that isn't nearly as fun. Leads to great combos like: Return Recharge mode to your hand, play upgrade mode, then play omnicannon and Gatling, switch back start of your next turn. Then when ready, switch out recharge for upgrade, play flak or grenade launcher, then turret mode.
It really elevates Bunker's deck mechanics, and makes him crazy fun to play. It also improves EoW bunker, since any duplicate mode cards are ripe for discarding.
It's what I use too it made the difference between finding bunker almost unplayable to an enjoyable experience if only because you can finally use upgrade mode without needing it out for very long to be effective. I don't find the return to your hand too good as you need all three modes to be able to access every parts of play:
Turret being the only one that allows powers
Upgrade doesn't allow enough draw to fuel itself
Recharge allows to get the ressource you need for the other two
Even with that you still need to plan with your teammates as you usually wont be able to do all in a turn.