- penalties for having multiple schools innervated might be expanded to include modifiers to reserve utilization efficiency. For example, as long as you only have abilities from a single school you only use 7 reserve points to restore 10 actual psi points. While 2/3/4 schools would increase it to 10/15/20 points of reserves for 10 psi points.
I'd caution against that sort of thing on the grounds that it directly rewards the most boring play possible, and further punishes newcomers to the game who don't know how to optimize every action. As it is, I can't say I'm a fan of increasing psi cost combined with global scarcity of psi points, because it actively punishes people looking for variety in how they play the game, and that's just poor design. With additional reward for single-school, you provide a strong psi bonus for builds that only dabble in psi, or use a minimal selection of it. The cumulative effect of higher costs and reduced reserve efficiency, combined with the current inability to restore reserve during combat, nearly guarantees that in any difficult fight, bringing a generalized loadout will result in depletion and failure. If you want to do the same thing every fight for the whole game, there's tin can AR, already.
Reducing effective skill values for multiple schools - because it's so very hard to magically cave wizard in several different ways all at once and you mix up the tiny details and as a result don't do everything just right - would have weakened psi generalists compared to psi specialists without also mechanically punishing players for trying out new things. We've clearly seen that Stygsoft can add in debuffs quite easily, so causing activation of a psi school ability to effect a psi school debuff (penalizing skill values, durations, and/or psi costs) on the player would have been simple and it could have done for psi generalists just as well as the current system, but without also sucking quite as hard as the original idea does. But having "psi bullets" as an actual consumable resource, and then rewarding players for not using variety, and punishing them when they do use it, isn't an effective way to reign in power; it merely reigns in player agency. If you can't manage the first without disturbing the second, then you don't understand the system you're changing.
I think we need to delineate between two topics here:
1) If innervation slots and penalties for multi-schools are even necessary on top of individual ability tweaks and introduction of reserves.
2) What's the best way to implement innervation mechanic under the assumption that psions do need to be penalized an extra mile specifically for attempting any multi-school shenanigans.
My previous post was basically entirely under the second topic.
On the first topic, I do believe that innervation mechanic in general should wait until
after individual ability tweaks and introduction of reserves have been implemented and tested out. Because otherwise it might very well be a (rather controversial) solution to a problem that no longer even exists.