The Reliable trait discussion: The Inescapable trait added damage on a miss. If you can throw the attack over and over, and still do free damage on a miss, it's not viable.
Well, maybe it is. Together, they're fairly expensive.
Crushing Kind: If we change crushing kind's precision bonus down to one, it wouldn't be the same as reaching melee-kind anymore, just more inaccurate. Hence, my suggestion to change that. Also, yeah, 1 handed style Reaching Melee does not actually provide reach.
Incidentally, yes, you do always use Reaching-kind with two hands, but one handed mode is more or less the same as defensive haft mode, so I don't see why another term is necessary. One handed is more or less a defensive method of wielding, and while you could imagine that as using one hand for balance or bare-handed parries, one could just as easily envision simply using a more defense than offense focused fighting style.
Though that's all flavor text.
Shield Trait: Really? I could have sworn it was treated as a straight up extra set of armor. I'll check that later.
Tough Trait: So, since we're in agreement that it is too expensive as is, do we reduce it to 1.5 points? 2?
Elemental Aura: I respectfully disagree. Minions are meant to be toasted, but, there is also meant to be effort involved. That's why minions have above average defenses for monsters of their level. They drop at a single hit, but they're slightly tougher to hit than other monsters. You shouldn't be able to kill them by standing next to them.
Soaring: Limiting Duration until the end of turn is also an option, and is nice and simple. I support that.
Encounter Duration costs: That's an excellent point, they are pretty cheap, considering you get flight, for example, for the remainder of the encounter, no matter how long that is, for little more than you pay to get that until the end of the round you activated it in. The problem with removing encounter durations altogether though, is how do you let characters have rocket-items? Everyone and their mom gets them in the comic. I suppose an out-of-encounter duration would also be an option but... That seems kind of gamey to me.
Healing Cost: Never ran into that issue myself, but it is on the cheap side, I guess. I don't have the PDF on the computer I'm on, but I'll way that against activation costs. I don't want to make it impossible for low level characters to have healing, since death seems to creep up on lower level characters faster.
Underlings: An Ogre variety dedicated to the artillery role had not occurred to me. I like it. I still like the idea of giving other Ogre's an at-will ranged attack. Basilisks could use one as well, though obviously absent of the immobilizing effect of the ranged attack they currently possess.
The problem with relying on additional artillery prototypings to give the GM ranged options, is there is no guarantee that players will choose to use the prototyping in question. Also, the only artillery prototyping we have now (from my memory), is the elemental prototyping, and that adds only an encounter ranged attack.
I think that's everything at the moment, but I'm really, REALLY tired as I type this.