It's been a busy few days work wise and I'm flying out of state this weekend (and it's my son's first birthday!) so JAGS development has been light.
It's clear that mechanically combining modifiers (Long Action, Explosive) doesn't give a standard value for different kinds of attacks (Quantum Beam vs. Burn). It's also clear that there are going to be some permutations that I may not be able to fully test (Electricity at -2 to CON roll is on the table--but I haven't devoted much time to testing it).
So there's going to be some limitations on what I can realistically do and keep things "correct" (meaning tested in the simulator).
So the next set of tests have to determine if, for a given attack (i.e. standard Power Blast) I can determine stable values for things like 8 REA Long Action and Explosive and figure out how they combine. If they do so in a predictable fashion then each attack will have its modifier list and the player can choose. If not, for some reason, then I'm looking at a space I can't realistically cover iteratively (I can't test every combination of common modifiers for all my choices of attacks--and couldn't put them in the book if I did).
So my option then is the giant list of attacks that covers most of what I think people "would want." The good news there is that while I can't speak for everyone, my experience with the game is such that I'm confident I could get a lot of what people would wish for.
The bad news is that I couldn't get everything.
So I need to devise some tests that'll show me how the modifiers interact.