Sorry, I was busys during the last week, so I couldn't respond instantly. Hope it is not cold now.
This advantage was required badly. Technician is guy with no Defence bonus (can be cured for another 3 cp), 5 hp per level and 5 init per level. First thing he does in combat is placing some kind of defence. Because he is squishy. That's about round two at best — assuming you invested insane ammounts of DP to get Accumulations to 5 so you have 3 after halving. Then he may attack as a common weaponsmaster while accumulating, and asssuming we spent (30 * 4 = 120 DP) to get our accumulations at 5 we are probably on level 7 at least (I'd say level 9-10 because we have to put some points in the pool so we don't get empty after two techniques). Assuming we want to say Lv 3 tech we have to accumulate for the whole five rounds.. which are likely will be after the combat. So most of the combat you act like a pale version of weaponsmaster.
I agree that there was something needed to make Technicians powers more useful. The unified KI pool was a good step for example. It is just that the balancing shouldn't come in form of an advantage that you just have to buy by now.
I am not sure if the lacking defense bonus is that downbreaking however, because that it only heavily affects your skills if everyone literally maxes out his attack and defense stats to the rules limit. In that case you would indeed miss on 50 points with level 10, so 25 on average with every stat.
But from what I have seen in the inofficial character guidebook on this forum, people don't tend to go to the very limit all the time, so the technician would have some space to balance his disadvantage out naturally (and he should).
..But I also think that not pushing attack and defense stats to their limits is not that smart, because in Anima this is literally the main power source of most character types. Don't mind attributes, godspeed on Agi 15, or mountain lifitng strength on 16. They strangely don't add anything noteworthy to the "do you win, or not?" compared to just pro-ness in attack (crazily, not even compared characteristic checks are affected too hard - ..you can arm wrestle a dragon and win if you are lucky).
It depends on the playing style, but for those who really optimize their characters (I dare to say: powergame

, rightfully so), the technician has surely a disadvantage to work out.
For the cone effect thing, for my character I ran this by the GM.
1. Calculate the area I would get out of a circle.
2. Change that circle into the area of a cone.
3. Reduce it to 75% of the area.
4. Work out the dimensions of the cone.
The reduction is due to the advantage of having a less-indiscriminate blast. I figured that would be a little more fair.
He liked the idea, so we're running with that for now.
The calculation that alphawelp presented is actually 100% exact in that matter.
In a circle, the area is proportional to radius[r]^2.
If you are taking an arc of 90° out of this, you are left with excactly a quarter of the original area. (r^2)/4
To get the same area that you paid for with Ki back, you will just have to double the range: ({2r}^2)/4 = (4r^2)/4 = r^2
So yah, to get a 90° cone, you just double the original range of the circle area attack, and that matches exactly.
Though this is the easiest form and simple to remember, you can even make that for different opening arcs by just calculating the proportion of the arc area versus the full circle and translate that into range. For example: a thinner 30° opening arc would cover just 1/12 of the original area (30°/360°). Your new cone range would be the 'root of 12'-times as big as before, and that is 3,46.. (yeah, kind of unhandy to calculate). 40 degree is exactly times 3 though.
I would favor a table really. Simplified, not fully exact, but something to look up fast.
Wide beam of famous flying swordcut is long distance attack + trail of destruction + low level Area Attack IMHO. (attack everything from here to 150 feet, on 3 feet of either side of me, give you 900 sq feet of attack in frontal rectangle)
Hah, I allready thought of this too, but found it is blurry because it could describe two very different situations.
You could assume that the trail of destruction also projects the area attack on every point of the line from the distance attack, so you would indeed have a wide form of a beam.
But what if you would want to make a hard beam attack (distance + trail of destruction) with just an explosion at the end? (..Kame-Hame.., I guess)
You would use the same set of effects, but they greatly differ in the actual area of effect (and should therefore also differ in cost?).
It is not logically coherent that these mixed effects could produce such an outcome. A computer program would spit sparks while being exposed to double-edged conclusions like this.
I did and am still doing this with my techniques nonetheless

(and others do it too, as I saw it from Elric on the other forum).
But again, I would like to see some sort of official solution. Flying swordcuts are really standard for Anime these days..
Level 4 technique would just be minimum MK 80 maximum MK 400. Maybe some other restriction like only one level 4 technique per character, maybe require you master 4 level 3 technique before you can make a level 4 technique. use imagination if you want to do it. I do not recommend allowing level 4 technique, however.
Thanks for explanation. I think I will just allow level 3 sustenance somehow and maybe, but not technically make level 4 techniques possible.
This Nemesis Technician league is of course a total different matter. They are anti-supernatualists at heart, or hole.
But just in this "supernatural effect" environment for example, I find it kind of strange that KI Drain reduces as fast than a life point loss effect (don't even mind that you refill yourself with it), because life points are more abundant than KI.
Or think it like this: Is there any power of any kind, that would have destroyed half of an enemys zeon reserve before he could find the time to use it?
I find the cut into powers very harsh here, but that is a personal view i guess. Maybe it was really meant as a more rare fearsome encounter.
Drain Magic, level 32 Necromancy, can easily destroy lots of Zeon, and the Necromancer gains the Zeon, too. There are also penalties for low Zeon in Arcana Exxet, so this even affects warrior type characters who typically have very low Zeon.
This spell will have good use as soon as these low zeon rules come along, and even then just against non-magical characters. As it is now, I find it is not nearly comparable to Drain KI effects.
Your caster will pay 60 Zeon on basic strength for the enemy to make a 100 MR check or lose double the failure in Zeon. I don't even have to draw my calculator to know, that the loss ratio (your investment vs. the targets loss) will most likely not be in your favor.
The maximum amplification is intelligencex20, so assuming we have a intelligence 10 starting necromancer and he casts this on 200 Zeon value, this just gets the MR up to 170. Even other equally weak level 1 characters with just 40-50 resistence (for a spellcaster) or so, will most likelly not fail by 100 points here to balance it out.
But lets assume you have an infinite supply of Zeon and the ratio doesn't matter. You just want to take down the oppenents Zeon pool as fast as possible. To get to 200 Zeon spell value, normal spellcasters will accumulate 3-4 rounds outside of battle (maybe 2 later in the game). The "Expert Mage" from the core rulebook (MR 65) will fail on this test by an average of 55, thus 110 Zeon loss. He has 685 Zeon by himself, so you would roughly need 3*(2,3 or 4) rounds to take away half of his powers.
Fights usually don't even last that long.
In a quick sample for level 2 KI Drain technique, I got this: 160 PhR or KI Drain with costs of 12 POW and 11 WIL.
You can accumulate that in 4 or later 3 rounds, the same level of enemy (PhR arround 50) will fail on 60 points on average and lose the same amount in KI, which you get if he even had that much left. Even a technician would be at least half dry by now.
The strength of these effects kind of fade away on later levels of course, as with every resistence based attack, and you could of course aid your resistence in both cases with whatever.
But this doesn't take away the pure dimensional difference, that KI users can basically get disarmed and magic or psy users not.
In addition I have to say that KI users can of course regenerate their loses much faster, and this balances it out a bit. Though I think that doesn't interest the technician so much in the moment of battle.
combination monster powers + daily maintenance Increase Resistances level 16 creation magic + Elan, particularly Mikael elan I have one character giving passive +30 bonus to all resistances for no cost, if they want to get super 200+ resistances, they use level 56 creation magic Protective Aura but this is only good for one combat they can't keep this up all the time. My party destroys any enemy that depends on resistance for main powers. Also have a very hard time killing my party because they have mega physical resistances.
Creation magic is overpowered.
Wow, I just recognized that Protective Aura alone is pretty much able to make the whole resistence check thing entirely futile (if you had the time to cast it on high level). With intelligence 10: +110 all resistence to everybody you choose in an 4200 feet area, ...well.
Luckily there aren't natural spells so far, because that would make one hell of a buffing paladin.

Range is kind of a fuzzy area in Anima which makes more sense than "I can hit something 100 yards away 100% of the time" like most RPG do it.
I'am not sure if I understood you right, but for me it is Anima that appears to me like this in comparison to most RPGs. Every other I have played -except for DnD (which I don't like)- had at least a table for to hit modifiers on distance, so it would be less likely to hit, or at least less good. Additionally there are different tables for different weapon classes and not just one big for everything (..at least throwing should be different imho).
With Anima you just hit when over a certain score and then hit just as good. The guy who could shoot away a pair of glasses of a person would still either shoot these glasses on a distance of 500 meters, or totally miss.. . If you manage to get an attack score of 240, you will hit that guy on 600 meters with attack 240..
It is inherent in Anima, that this is not easy to change, because it would make ranged attacks alot less powerfull (again, attack scores are just so highly important).
But the visuals are strange. And the "I can hit something 100 yards away 100% of the time" definitely applies here too, or what did you mean?
Another curiosity: In the description box of difficulties in the core rulebook, they say that dodging a bullet in flight by calculating its trajectory is an impossible (280) task, but if the level 1 gunner just scored a mediocre 100, you can actually get away with just a 130 (difficult). *dodge* "Meh. You don't know how to use a pistol."
He would still have been hit, if he decided not to move.
Maybe it could be like you would roll just for hitting, eventually with choosen zone targeting modifiers and other situational mali, and then the actual attack score would be a fixed attack value like with the KI effect Predetermined Attack (and pretty high initially). I think this is the way how most RPGs handle it (in translation).
This way a bullet would allways stay a bullet. For most non-supernatural characters, the best defense is to take cover in advance or just run, so that the guy doesn't even come to hit you (more mali), rather than you have to defend (because it is insane to attempt that normally).
There will be some point of course, where supernatural anime characters will become able to avoid or block ranged attacks with pure skill. So it would need a mechanism that lets supernatural ranged attackers keep the pace. Trick attacks, KI Infusion (aura extension or something that really enhances projectile speed), Ricochet, barrage attacks (for the multiple attacks or rain of arrows defense modifiers), weapon quality (projectile strength could be bound to the predetermined attack value, as it is speed - and therefor harder to dodge/block).
There could be a way out. Something like this would make more sense to me.
I just wanted to add that your example of an area attack being the only way to throw a dagger farther is wrong, wrong, wrong. Extending the range of an attack is under the "distance attack" effect.
Sorry, you got me totally wrong. This discussion point was about the Sagittarius Ars Magnus, not the KI effects.
But for the record: I actually missread the range formula of the area attack as "15 feet + 15 feet for every 50 attack score", but true is: "15 + 15 for every 50
above 200". Now that is a different situation, although you could still have the same problem. Somebody with strength 5 or 6 (not uncommon for with gracefulness sympathizing characters) would have the mediocre throwing range of 30 feet, but could range up to 45 with attack value 300. But I think it doesn't happen so often. It is not that kind of pressing problem as I thought before (with another 60 feet area attack).
Another remark:
..Why does the system imply the need to play a bulky character, if you start of with throwing? Other than gunning or archering characters, a thrower heavily depends on the strength boni to get some range, because the initial value is just so low compared to the intense boni (strength 7 suddenly doubles your range...).
Shouldn't there be a way in an anime like system to make throwing more a thing of grace? I know you can have high strength while appearing slim, but that is just optics. There is no way that a card throwing thief girl can arm wrestle this hulky sailor down.
An advantage or module that replaces the strength distance modifier with dex instead would be nice for example.