As for the rule stuff, I'm getting REAAAAAAALLY tempted to go back to dice.
This game is about harvesting psychic energy - about the most well-loved stories in Iwaku's Vault. Replies are the POWER that governs everything, because without replies a roleplay is nothing.
Age was initially conceived to represent how LONG it would take to conquer a world - to overcome all its layers of history, learn all its customs, lock down all its continents and tribes. But when I proposed this is was vetoed as too complicated and Age was reduced to a simple Anti-Power stat.
Sanity was initially conceived to represent how new ideas override old ones, even if they're worse, because people like what's new and what has potential. We see this all the time when crappy new roleplays pop up and people join them because they think they'll be easier. So I wanted Sanity to be something that could get around the brute force of power. I wanted Sanity to represent the power of taunting, mind-fucking and dialogue - things that always underpinned the epicness of the Mythos.
Now, if we ignore the vetoes that were drilled into me, we could go back to a time-based system, like so:
Power stays as it is.
Age governs how many posts you have to make to conquer a world or finish a PVP combat. When you can only make 1 post per day, this will really force you to choose carefully.
And Sanity represents either a cheap-shot or an ability to break down incoming attacks. In the latter case we would change the stat to INSANITY, and do it by how many months ago it was, just like Age. An opponent can't hit you for more than your Insanity on one round - so if you have Insanity 20 you can't be hit for more than 20 - so the lower the stat the better. The more Sanity you have, the better you are at psychologically fucking with your opponent and getting the upper hand.
This would dramatically slow the game down (which wouldn't be a bad thing in my opinion, since people in the War Record are glossing over some really epic conquests in a just a few lines).