It's also the lack of info on how to build and use personal contacts for Missions. Spelling it out more would help players understand why they need that rating 6 fixer and what type of contacts they actually should have for their character that isn't just a fixer. (e.g. Are we supposed to build them using the Contacts rules in core, limited to missions legal qualities, or.. should they just be relegated to fluff and being a fixer? ) The faq says that personal contacts are really important but then doesn't say how to legally make them and barely touches on their use.
Really looking forward to seeing the next FAQ update.
It is relatively straightforward to some degree:
Playing a gun-bunny? Get a weapons dealer contact for new weapons and ammo.
Playing a mage? Get a talismonger contact for reagents, spell formula and foci.
Heavily augmented? Get a cybertechnician contact for upgrading chrome.
Playing a rigger? Get a drone supplier contact for new drones and upgrades.
Playing a decker? Get an electronics supplier contact for software, agents and upgrades.
Using lots of drugs? Get a dealer contact for basic drugs, or a chemist for pharmaceutical grade stuff.
If you've got that sort of stuff covered then get either a fixer or people who can give you the word on the street or amoung various circles of society.
Not sure what your asking about here, but there is no change to contacts in Missions. The only addition is the Missions contacts themselves that earn through playing.
That Talismonger needs to be the same tradition as you in order to help. Do they also provide instruction tests? Gathering reagents is banned in missions... How do I increase my loyalty with my Talismonger and how do I help my talismonger provide me with better gear.
What do I have to give my armorer in order to have them produce the item. Some items have +availability while some mods have their own. Do they require their own availability test?
Also, if you have high charisma, than due to the "7 points" limit in missions, none of those contacts can have high loyalty
and high connection, so you have to add a handful of them to spend the points, but if a fixer can do the same job as all the other contacts, why even bother?
we can hand wave a lot of the details because they don't matter in the minutia of missions play, but if you're trying to follow the calendar rules and utilize your contacts efficiently (outside of just 'get me a piece of gear in my downtime plz') then there's a lot of grey area which could be clarified and would help to answer questions like "How does one get high availability gear"
edit: Also, while Missions doesn't change Contacts in the faq, they also don't include any rules about how to make them and since a great deal of balance is required between tables, its very easy for one contact to break the table if they aren't built right. What are the limitations on contacts for missions?