Looks cool,
about the telekninesis items (with the requirement), do they take the loot slot of other gear or not? If they are added, there's more loot overall but it's telekinesis-specific loot. Otherwise, there's less vanilla loot (at some point, loot can spread too thin and you never like the bonuses, especially since armor is a huge reason to change gear on armor slots, no matter the other bonuses).
It is a concern of mind, though not entirely sure what you mean about the gear taking the "loot slot." There won't be more loot overall (well, with all bosses dropping epic+, kind of, but the telekinesis change itself won't add more gear), but yes, a percentage of that gear will be telekinesis only. With only two telekinesis modifiers, and only legendary boosts at that, they should be pretty rare, but hopefully you might see maybe 2 +teleport gloves and 1 or 2 nether swap boots throughout the game, so you do get a chance to upgrade to armor or slightly different other stats. Definitely want people to comment if they seem to appear excessively (especially on dual legendary boost items). I could make them unique items, ideally placed in a location that only someone with telekinesis would be able to access, but that will have a similar problem of them either showing up too late in the game to be enjoyed enough, or too early and having obsolete armor levels later on.
Of course, with how generous traders are with epic+ items, telekinesis boosts could be surprisingly common. Maybe with the improved economy, you won't be able to buy every single item you want, but you'll have to be a bit more selective (probably haven't improved the economy THAT much, though.)
Read your new changes, I have my own mod but yours are starting to look appealing, let someone else do the work.

Do you notice Initiative issues where our guys are always first? Or have you addressed it? Perhaps I missed the details.
But nice additions from your last version, lots of like minded stuff and then some clever things in addition to, esp. the added skills.
Hehe, yeah I'm going all out trying to be the definitive gameplay mod

You can always lend me your changes and suggestions and I'll credit you

I haven't addressed initiative yet. May just tack on a universal +3-5 bonus to iniative on Tactician NPCs, but not exactly sure what number to pick, or what effect that will have on certain fights. Maybe will nerf leadership initiative bonus to +3 for level 1-3, +6, for level 4-6 (and probably buff some of its other stats to compensate.) May buff leadership a lot actually and take away ability bonuses on items. You have ideas for how to deal with initiative? I do think you should have to invest in speed, perception, and +initiative gear to consistently go first, instead of throwing a couple points in leadership and calling it day, but at the same time, not going before at least most of the enemies can get you wrecked.
Also, what do you think about putting loremaster requirements on at least some scrolls? I'm thinking of adding new resurrect scrolls that heal for more and have a lower AP cost.
I also need some help thinking of ways to make magic/rare loot more interesting, especially when getting rid of ability bonuses. There's already a limited pool of non-legendary bonuses, so not sure what to do with that.
Thanks!