Great thanks for the document, really looking forward to getting the full document.
I agree with the comments about Pinpoint (I had some opinions about the old implementation as well, as many will remember...).
First of all: It breaks the flow, with being one more step of dice rolling. Secondly, it is still very random, and of no use unless you can roll a lot of 6s. Instead, why not make it a completly passive ability:
Pinpoint[X]: Every time an attack causes damage to a target, reduce the DR of the next damage level by one, up to X times.
Example: 15AD PP[1] attack, against a 6/6/5 target: 11 dice hit, reducing the effective DR of the target to 6/5/4, thereby causing two levels of damage instead of one. For a less powerful version, it only works for the X first levels (so the above target would only occur a penalty to the second DR level).
That would mean that PP2 weapons are mostly effective against targets with three or more damage levels...