Yeah, Surge 4e had a few balance issues, if you were going for broke. (Like power gaming ya dig?) as opposed to often what I'd want to do which would be to make soemthing like OPs character here with the whole wolf like qualities.
One thing that Most people tended to look over, was just simply taking Changeling started you off with a 5 point negative quality - Distinctive Style. And yes, some of the negatives were special eyes (Locking you out of taking Cyber eyes.) Unusual hair was one some people would take yeah.
In fifth they added some mechanics to these ones, which was a good step towards balancing stuff out without needing GMs to think about it and get into fights with players and such.. But then they pushed it waaaay too far over onto the other end. Now to make it any good at all, you've got to go for broke.
Almost all the issues of the current system really have to do with the desire to include random dice rolls. Everything from the awkward karma costs, to the values of the qualities, to not including some qualities.
Well, I've been spending some time rewriting the rules for changeling to meet a more happy minimum.
My house rules
You spend 1 karma for 2 positive, 1 negative, just like 4e. The reason for doing it like this is just how much more of a difference there is in quality costs, when in 4th, it was 5/10/15. You can spend up to 15 points this way.
M. Attribute and Hazing are removed as selectable qualities.
All the current qualities that were in the 4e book as both changeling and normal qualities could be taken again. So making a werewolf changeling for example, you could take one of the negatives as Silver if you wanted to.
And we're also going to be lowering the cost of a lot of qualities, or bumping up what they do, or both. Like Balance receptor vs Balance Tail, both of which are not very balanced to Natural Athlete