1) What are the schticks going to be for the Scout and Ranger? How do they compare and contrast with one another?
The Ranger has limited Enchantment abilities. This allows him to shoot glowing arrows, get his pet to talk, and talk to to trees. The Scout has martial phlebtonium for super senses, harrying, and flanking. So the Scout operates more like a highly mobile 3e Rogue and the Ranger is more like a Diablo II Amazon (or like how people thought a 3e Arcane Archer was supposed to be).
2) What is the intended level of overall power for the game?
Tiered. The standard assumption is that the characters are in the "Heroic" Tier. Heroic Tier characters take on giants that are like Andre the Giant at low level and fight X-Men villains at high level. Low level Heroic characters worry about an encounter with half a dozen orc warriors, and at high levels they take on a hundred orc warriors backed up by some trolls and a necromancer.
Other Tiers don't need as much focus. At the Civilian Tier you can worry about a single goblin kidnapper or something. And at the Epic Tier you get to worry about "armies of demons" and monsters that are literally
walking mountains with dragons perched on their head. The Civilian Tier introduces rules for speed and precision in mundane crafting, as well as rules for being a child or geriatric; the Epic Tier introduces rules for fighting monsters that are also the battlefield, and "aggregate spellcasting effects".
3) What kind of resource allocation systems should be implemented?
I really like Preparation's ability to keep things level appropriate without harming verisimilitude by forcing people to "forget" low level abilities. But there are a lot of ways to do preparation. There's preparing charges, there's preparing options that you expend charges to use, there's preparing options that you expend mana to use, there's preparing a WoF deck or chart, there's preparing options that you can risk penalty conditions for using, and so on and so on.
The key is that regardless of what resource management system people are using, they shouldn't be forced to select from a very large number of abilities
during combat turns, and their abilities should be roughly level appropriate. Those are the holy grails of resource management systems, but honestly they also aren't that hard to accomplish as long as you remember that that is what you are doing.
4) Is it feasible or even desirable to have a discrete resource system for each class?
Feasible: definitely. I don't think it's desirable however. You're including mana costs because people like them for entirely non-math, non-functional reasons. They like them simply because they "feel like fatigue". But the people who are attracted to MP may be attracted to Might or Magic. The Berserker can get a pile of Endurance when he goes full crazy and spend the points on a round by round basis to stay in frenzy and spend extra to activate totemic super moves. The Magus can have a wad of traditional MP that he can trade in for people regaining HP. Repeating resource systems increases the accessibility of the game and even throws a wider net for potential players by letting players gravitate to the Resource Management system they like the best with the type of character skin they like the best.
-Username17