Another thing I've been thing of changing is the amount of Flaws for each character!
I'd like it if Virtues and Flaws didn't have to balance out to 0. My reasons are that there are to many to keep track of and they lose all meaning. I love Story Flaws, because they further stories, same for Covenant Hooks. In fact much of my oppinion and argumentation can be used for reducing the number of Hooks as well.
Flaws and Hooks are irelevant if not brought into play, and they become a stress factor when not being able to apply them during play.
I'd completely scrap Personality Flaws, but require characters to pick and use Personality Traits. I'd make a helpful list to pick and chose from. In 2nd ed there were different character sheets for each of the types Grogs, Companions, and Magi. They had pre-printed the most important abilities (like Brawl for Grogs, Parma Magica etc for Magi) to help remember. But they also had the Personality Traits Brave, Loyal, and Reliable pre-printed for Grogs.
I like the way RoP:D lists the seven cardinal virtues (or whatever) and has a bunch of sub-traits for each one. IIRC RoPI does the seven regarding the seven sins.
By having players pick from these for their characters, all traits are categorized, and it makes it easier for a SG to gauge whether a given trait applies in a given situation e.g. mental control, infernal influence etc.
Let the different character types balance Virtues & Flaws up to some point above 0. But then just require each character to have a single, minor Flaw which is character defining. And only go for General, Supernatural, or Social.
So grogs pick +3 Virtue points and -1 (non-Story) Flaw .
Companions should pick +10 Virtues, -1 Story Flaw and -1 other Flaw.
Magi should select +10 virtues,-1 Story and -1 Hermetic Flaws. For Virtues they should be limited to 1 Major Hermetic or Supernatural, 2 Minor Hermetic Virtues, and 1 minor Hermetic Flaw (to reflect how their magic or lineage varies.
Hermetic Flaws come into play whenever the relevant circumstances occur when performing magic or labwork.
The other types, mainly General and Supernatural, should be applies in play once per session, may even be in an entire scene, where it created drama, fun and presents a challenge. Rather than be a flat penalty which applies much broader, in which case the character propably avoids these situations.
Covenants should not need to balance Boons with Hooks, like 4th ed covenants didn't need to balance Positive Covenant Points with Negative.
I feel it is more giving to the saga, if the few Hooks you have actually come into play, so just cut down to a few. Select the most interesting ones anbd use them.