The following house rules are in effect at my table. You're welcome to use them or not. I've split them here into two categories - Table Rules and Structural Rules. Structural Rules are rules that you should be aware of, but don't actually come in to play at the table. Things like character generation. Table Rules are rules you should know about at the table. It's your table, but everything here is built on those assumptions.
The rules for gravity are unchained from page 110 of the Core Rules, but the levels of gravity are codified here for labeling by other rules.
Rather than track the vagaries of meals and incidentals, I charge my players a "Lifestyle Tax", based on the table here. I charge this tax every 2-5 sessions, depending on how much time has passed. The players ability to interact with the world is based on their current lifestyle. A vagabond may not be able to get into a restaurant in which a rich character is buying rounds for the house.
Careers include choices of career skills. Careers include starting equipment and can be a prerequisite for talents.
Thoughts: Some GMs just allow for ad-hoc careers, since the only thing they generate is career skills, treating setting careers as suggestions. R.A.W. careers don't allow for any choice, even though the concept might work with Brawl instead of Melee, etc. This strikes a happy medium for me - choices of career skills where an archetype might allow for different options, but still structured enough to allow for prerequisite talents and trees and so forth.
Projectile weapons, unlike energy weapons, can take different types of ammunition. Doing so allows for greater specialization for specific fights. This item quality costs 100 credits.
As described in this reddit post.
Osmium and Osmium Universe are trademarked (TM) by Parker Harris Emerson. The Osmium Universe is Copyright 2018-2019 Parker Harris Emerson. Genesys and the Narrative Dice System Copyright 2017-2019 Fantasy Flight Games.