Relm, you need a deficiency, something bad that might come up, like obsessed with getting things done, or uncharismatic, etc. It'd replace either charismatic or good with magic. Other than that it's acceptable.
Errol, yours seems good, and I'll make it so stopping someone from attacking you using illusions/mind magic isn't affected by being a Pacifist, so in a combat situation you can still help. Of course trying to destroy someones mind is an exception.
Knightedskull, that seems good, and I'll make your vest have hooks on the back to carry either the maverick or the SVD when you're not using it.
Humaan, I'm making that a Medium time magic skill because you didn't take any other skill with it. You can slow time down quite a bit for yourself, and can stop it for what would be half a second, enough to dodge something by getting that headstart on it. Both of these put a severe strain on your mind, and after stopping time, you have -1 to trying to stop it again the next round. Slowing time down has a limit to it as well, but that one is more dictated by the rolls than anything else.
Its not Artistic region, its Artisan's Quarter, an artisan is someone who makes stuff, like a jeweller makes jewellery. Feel free to call it either one though, as they're not too far apart.
Ok, so the skills are to be as follows:
Basic [element] magic: Can use basic magic for the element.
Medium [element] magic: Can use up to medium and gets +1 on basic spells. This means overshots.
Basic Telekinesis: Can move a light object around with relative ease, and can try to move heavier things with a -1. Heavier goes up to something like a car.
Novice [weapon class]: +1 to rolls of 1, when using the gun. No more epic fail if you have some skill with your gun.
Good [weapon class]:
Optional -1 to rolls of 6 and +1 to rolls of 1 AND 2
Great [weapon class]: +1 Accuracy and damage rolls with chosen class
And the traits/deficiencies:
Charismatic: +1 actions involving charisma, such as persuasion and interrogation.
Pacifist: -1 actions that are a direct attack on someone. Stopping them is acceptable, as long as it doesn't do too much damage to the target.
Gets the job done: +1 Finishing a job. This is making stuff, picking locks, doing things in general. Does not involve ranged fighting, you get a +1 if you are beating on a guy in melee.
DO THE JOB: -1 to trying to stop doing something. This includes trying to stop fighting.
Master of Time: Sometimes your powers come in at the right moment. In a critical situation, roll for auto magic. A 1 or 2 in this would not harm you, and simply not do anything. Say you're getting shot at. I would roll for this. If I get a 6, you would stop time without thinking and move out of danger.
Oblivious: -1 to sudden things and background roll. If people are in a party without you, the background roll wouldn't get the -1.
I've updated the first post with these skills and stuff. Just one more person