First, let me say that I really enjoy your world milieu and the "Rollerball" (old version, not the newer, lousy movie)/ "Running Man" / "corporate bread and circuses" flavour.
My edition has a number of mis-agreements and possible typos that create a bit of confusion. I'll mention a few examples: an exhaustive list would likely not be of much purpose, since you have a new revision coming out. Unless you are doing a lot of cutting and pasting.
(1) Regarding Athletes and the "Favored Sport": the rules state that the Athlete receives a +2 bonus for the chosen sport. Then, much like a Ranger's Favored Enemy" the bonus goes up a total of 4 times by ATH20. If so, the bonus for the 1st sport would be +6 and the last one +2, rather than +5 to +1, I would think?
(2) The Athlete also entirely skipped the sections about the potential for Perform and/or Drive, as Class skills. It would seem reasonable that they might get both as class skills: Athletes more or less invented the Grandstanding and Mugging styles, historically.
(3) XCrawler Wizards and Sorcerers must start as members of the Mages' Guild. The backstory states that they have to go through a rigourous set of studies and examinations in those skills which the class rules later demand: Astronomy, Alchemy, Arcana and Spellcraft: a total of 12 Skill points worth. Note that it is stated that the exams must have been passed to "graduate from zero level spells" at all.
Now, at 1st level, using the usual PH number of skill points, a Human Wizard with INT18 (I guess they all have 18 nowadays) would get [2+4 + 1 (Human)] x 4 points, or 28 skill points. No problem. If the crawler is Multi-classed and takes WIZ as anything but the 1st class, he or she cannot have graduated and guilded, because there are at most 7 points available. It gets worse for Sorcerers, since they are much more likely to have high CHA rather than INT. A L1 Sorc would have very few skill points left for *anything* and a Sorc could not be started as the 2nd class. And non-Humans get 1 less (4 less at CL1).
The rules state that Bards are not regulated (only self-regulated), so I presume that trumps an earlier assertion that one *cannot* practise magic in the NAE without being in the Guild-- otherwise, they need the exams, too.
One could let the characters "retro-buy", though it is still a points sink. In my home campaign, I simply house-ruled all characters 50% more skill points to reflect the better education available to modern societies. Moreover, XCrawl itself seems to cry out for crawlers with a goodly amount of cross-training. Perhaps being more grenerous with skill points might be a good campaign variant rule.
Of course, I may have missed something entirely and you may have meant that not only the class skill designations were given to the casters, but the skill *levels* as well, and that they start with those for free. The simplest solution, but not one that seems to actually be implied in the rules.
What was the intent?
(4) Guilds book: Magical tattoos take [20 days - "CON bonus"], "minimum of 2 days". Wow, I want to play the guy/gal with a +18 CON *bonus*. My guess is that you meant 20- CON *score*?
There are several others, but as I said, you'll doubtless be getting a lot of playtester feedback on that stuff. I presume that Goodman will have its editorial staff go over your galleys-- if not, I have rather a long experience of editing RPG scenarios from a lot of different authors, and, if you like, I could proof a draft for you (under NDA, of course-- I am very used to some rather draconian NDAs).