For characters who rely on knowing exactly how much damage has been dealt/recieved, it would incredibly useful to have that available all the time, rather than having to look for it with the lightning bolt icon.
For example- For Absolute Zero, when I'm going to use coolant blast or thermal shockwave, I want a constantly updating count of his cold/fire damage taken available pretty much all the time. You could add it right above the card, just a single number detailing how much damage you are going to end up doing to yourself (if you thermal shovkwave), or to the enemy (with coolant blast). Once those cards go away, those counters go away.
Similarly, its always useful with Omnitron to know how much damage has been dealt to that round, so that you know how much needs be done to blow off the components. And this will come up again with Omnitron X.
I'm well aware that all of this is available if you go looking for it, but I'm not really sure why you should have to GO looking for it. It just seems like valuable stuff to have right there in front of you.
Immunities would be a similar beneficial visual cue. It would be super, super easy to have a small icon appear next to an immune character denoting what type of thing they were immune to. A fist for melee, bullet for prjectile, flame for fire, etc. I'm all about at-a-glance knowing what you've got modifying your character, and it can be really useful when you've got legacy or Omnitron has the adaptive Platings out.
Stacking cards: So far, the cards are kind of cluttered. It would be fantastic if we could stack cards and move them about so that we could see just the ones that we wanted in full. Like ongoings/equipments that are NOT limited. If I have two eyepieces, I'd just like to stack them on top of one another to save space.
Whjen I'm playing Omnitron-X, I have a very specific way that I like to arrange the components- all start-of-turn components go up top, like types stacked, then equipments underneath them, then ongoings. It helps me remember the order of how things go, and keeps the area from getting cluttered. Obviously, thats not an issue with the game, since it tracks that kind of stuff for you, but it still helps me keep track of what is going to go on. It could also be a way for the players to arrange the order in which they want things to go without the game having to ask all the time, every time (a feature that kind of annoys me).
Redundant queries: Lets say I have Twist the Ether ont he bad guy, Smoke Bombs out, and Lead from the front. This can get SUPER annoying.
First it asks what i want to do with Twist the ether. Then smoke bombs happens (if it is going after the lowest). Then it asks what I want to do with Twist the Ether again. then it asks about lead from the front (if I use it). Then it asks about Twist the Ether again. Then I regret ever playing Twist the Ether. It turns an incredibly useful card into an endurance challenge of how much micromanagement you can take.