My thoughts:
- If we go with Planes at all (which I still think we should consider dropping), they should probably have a blank copy of Micras, if only because "magic comes from the land" and if a plane has no land, then it would have no magic!!
- Animate's not broken; Extend is. That said, it would probably be easier on non-physics folks to just give it a maximum speed, letting the Noun handle how much mass you can handle.
- If IC knowledge affected Transfigure particularly, then in order to change into really anything, from an elf to a toad, you'd need to fully grasp biology far beyond the cumulative knowledge of all the scientists in the world, especially with regards to brain functions and the like. If we're going to assume that you can do basic Transfigures like turning into an animal, then I can't see restricting them in any way. (Similarly, it would mean that only people with training in
highly advanced chemistry and geology can do simple transmutes like turning dirt into stone, simply because their compositions are so complex). So, in short, either we
totally nerf transformations by requiring IC knowledge (which would actually be okay with me), or just let people do "whatever."
- I'm still of the opinion that we should get rid of Teleport altogether, since it takes away movement as an element of strategy. Rather than nerfing it, let's just do away with it altogether. If you
must have Teleport, I'd use the following rule: it takes as long to cast as it would take you to traverse the distance normally. Higher-level spells can increase the speed from walking to running to car to plane, but you still have to take as long as normal, non-magical units to get there--it's just via magic rather than actually travelling.

- Rather than a Vehicle noun, it might work to just include a person's equipment and any vehicle they're driving as part of Person. For example, when you're driving a car and someone bumps into the back of your car, you say, "That guy hit me!" Not "he hit the back of my car;" "
me." A vehicle is an extension of oneself, so why not let magic treat it that way and resolve the problem like that!?

- I think it might be a good idea to go back to NCM-like rules for enchantments cast by mages, while actually costing in your OrBat items (which can't be dispelled). It could just be reducing the time cost for Dispel and Enchant, or allowing a Mass Dispel, or something like that; just we'd have to make sure there are good rules in the charter for costing pre-made magic items that last.
- I'd say non-magical "powers" are allowed as long as they match a non-magical unit. For example, if you wanted a mage who could cast fireballs and conjure force shields around themselves, simply cost them the same as a tank, that can shoot giant projectiles and has plate armor. Treat them basically as a tank for all intents and purposes except for backstory, which is magical. (In fact, you could do an entire magic system this way, but if you want to be able to do "creative" stuff with magic, just copying modern units doesn't quite cut it. It does work well for simply determining base costs for "basic" magical units).