Just a few things on Types, as I have found some of them odd.
Types are actually designed individually for each setting. Numenera and The Strange have their own Types. Of course they existed before the core rules, but this is still the intention of Types. The new Gods of the Fall has its own Types.
New Types borrow heavily from the ones in the Core Rulebook and sometimes those will do. but you can make specific ones for each setting. Were I to do Star Wars full on, I might actually look at doing that.
These would NOT change for our The Strange game, but we should probably have changed over to the Types from that setting to make things easier.
Another thing: Type names. A lot of the time these do not make sense. Explorer especially. I actually don't like writing that on the sheet, and even the book says we shouldn't. You should put your actual concept on there. eg: "I am a Tough Bounty Hunter that Fights Idiots", where Bounty Hunter replaces Explorer. That way, won't need an extra spot for 'Concept/Archetype'. This is your Type :)
So specific Types for other settings don't need Flavors either - as you build these into the Type.
Anyway. Just thought I would point these out. I think in future I might try and use a more inspiring name for the Types for my school groups esp. (The Type write-ups in the Core Rulebook even suggest a heap).
“It is amazing what you can accomplish if you do not care who gets the credit.” – Harry S. Truman