Not making a sheet yet, but dibs on the sphere of Perception.
1. How much player power (as opposed to GM power) did you feel there was during YG0?
d. Too much (The ruling was basically "if you have the Essence, you can do it." Blocking other gods from acting (and other kinds of counterplay) should be more viable. Essence was also too plentiful in the late game. It should be a resource so manage, not just a motherly suggestion of "okay, that's enough for now; do the rest of what you want next Tick".)
2. What did you think of having a one-dimensional stat (Essence) for gods?
b. Sufficient (Not necessarily the only good solution for resources, though.)
3. What did you think of the amount of conflict?
a. Too little (Or rather, the participation in conflict was too low. There should be a reason for everyone to do something about any crises.)
4. How much power do you think the Council had?
f. All of the above (As a form of mob rule, it was way too powerful. A god could do anything to another if they could convince the Council about it. However, when it came to enforcing rules and projects, not much was done. The Council should be the over-entity above the gods, not a cudgel below them. I think it should have more firm, more defined rules right from the beginning.)
5. How much emphasis should secret actions be given?
b. About the same
6. How important are prompt updates to you?
b. Not important (I'd rather have good updates than frequent updates.)
7. How much do you think a god's actions should be governed by sphere?
c. Some (It should be possible for a god to be "forced" into something by their sphere when the crises come. In peacetime, this isn't as important. Though when is there ever peacetime?)
8. How would you like to change the emphasis on NPCs?
c. Increase (A way to increase GM power would be to emphasize proxy actions, e.g. angels and prophets)
9. How easy should gods be to kill? (suggestions recommended for attack and defense components)
a. Harder (Killing should be hard enough that it cannot be done reliably, i.e. no god-killing weapons. Damaging, however shouldn't be too difficult. Counterplays and defensive actions should be very much possible (advance warning about incoming attacks would be nice), but again, not to the point of reliability.)
10. Would you like to see a ministers system implemented at the start of (a) future game(s)? (The ministers system likely involves increased votes for elected ministers on their departments and a system for electing them. Note that such a system can be implemented ior removed later as with other Council projects assuming a similar or identical Council setup.)
b. No (Spheres are enough. The aligned god has enough power to severely help or hinder a Council action already, so there's not much point to it. Electing the ministers would be a bit stupid, in my opinion.)
God of Democracy: "Who shall we elect as the Council Chairman, to tiebreak the minister votes? The god of Leadership, the god of Justice, or the god of Jelly Rolls?"
God of Senses: "Hm, jelly rolls do taste good..."
Most of the Council: "Agreed!"
God of Leadership: "But how is he going to-"
Most of the Council: "Shut up! He's the Chairman, and that's final!"
God of Democracy: "Okay, who shall be the Minister of Void Communications? The god of Lawyers, or the god of Insults?"
God of Foresight: "Lawyers!"
God of Destruction: "Insults!"
God of Pacts: "Lawyers!"
God of Jelly Rolls: "The god of Insults is an awesome guy, and that's a tiebreaker!"
God of Democracy: "God of Insults it is. Next up, Minister of Magic. God of Food or god of-"
God of Jelly Rolls: "Food!"
...
11. How much should players be allowed to interfere with each other's creations at the start?
d. Very much (Creation is important enough that forbidding conflict would be annoying.)
12. How much should lack of originality be penalized?
b. Not much (I think that having to follow every single rule of how the unoriginal thing works in the source material is enough. Space Marines are condescending towards regular people and don't respect life, for example, and thus don't make very good soldiers in a non-grimdark universe.)
13. Given the Captain Ersatz rule, do you think my fear of lawyers was excessive or insufficient?
b. Excessive (As long as you don't make money off YG, any mention of copyrighted stuff counts as Fair Use.)
14. How important is an overall cooperative goal for the gods? (YG0's cooperative goal was intended to be any combination of understanding, expanding, assimilating with the Void factions, or beginning a long quest to exterminate them.)
b. Important (I wouldn't mind a "plotline" of sorts.)
15. How much realism would you prefer to see?
b. A little, i.e. a fairy tale-like world where much is possible with some resemblence to reality
16. What part of the game did you most like?
Player conflict, when it came to gambits upon secret plans upon misdirection plays upon... Watching one's plan click together and seeing what your opponent has done, can be fun regardless of whether one managed to outsmart them.
17. What part of the game did you most dislike?
Long periods of not much happening, with lots of bark but very little bite.
18. What do you like or dislike most about my writing?
I don't have much experience with this type of writing, neither as a reader nor a writer, so I can't say much. It's not bad.
0-10 scale questions (10 highest):
19. How much would you like to have the pantheon split into 2-3 administrative teams at the start?
[8]
20. How much granularity/fine-grained control do you feel is ideal for world design?
[3] (I'd prefer a system where, for example, the gods give mortals the tools and ideas to build a society upon, but don't actually build it. Same with other facets of creation: make the building blocks, not the building.)
21. How much would you want increased attention to intrigue?
[7] (Assuming 'intrigue' in this case means under-the-counter dealings, secret plots and such.)
22. How much do you value randomness (dice with non-arbitrary modifiers) over intuition (KJP's festering and brooding)
[1] (Spearman does not beat tank.)
23. On a scale of -5 to 5, how much anthropomorphism/anthropocentrism do you expect of unspecified NPCs?
[-3] (Aliens should be alien.)
24. On a scale of -5 to 5 (higher being stronger), how strong would you want the Captain Ersatz rule to be?
[-2] (See question 12.)
Open-ended questions:
25. What do you think of secret goals and how they should be rewarded, determined, integrated, &c.?
Every god should have always have some specified, maybe one long-term and one short-term. This is to give the GM an idea of what the purpose of their actions are. Changing them around should be fine, and rewards aren't very viable, unless the goal was given by a Void entity or something.
26. What sort of magic system do you want? (I have already prepared a more mechanically developed one to replace the loose, broken old one. It is still highly extensible.)
Any sort, as long as it is consistent. Magic shouldn't work in a dozen different ways.
27. Any other changes/features you want in the base game?
The world should be made to feel alive. Things should happen even without divine intervention. Technology marches on, wars are fought... A million thriumps and a million tragedies should happen where nobody is looking, so only their aftermaths can be dealt with.