3/?
Anyways, moving on from that, what do we do with the Harrow Medium? We want to avoid the bad class ergonomics of the original medium, and we also want it to be fun without overshadowing any other particular role in the party?
My thoughts on it are as such:
Retain the major, "legendary" spirits like the champion, archmage, hierophant, etc. Optionally, add in the Overmind if you're a fan of psionics, but it's not required. Keep them mostly the same but standardize their power schedule so that it's a power every X levels, and you aren't kept waiting for 5 or so levels.
Completely rejig the power of some of the major spirits. Guardian is almost entirely useless, while Marshal lags behind the Champion and Trickster in terms of usefulness.
Retain Spirit Surge, but tie it into a small, grit-like pool that fluctuates throughout the day, representing the waxing and waning of influence with spirits. Have it scale slightly faster (d6 to d8 to d10 to d12 would be decent).
Tone down the effect that influence and taboos have. You should never be punished by being made into an NPC by your own mechanics
Add in Binder-like "minor spirits" of which you only know of a few. Associate each one with a major spirit. Give them minor, fun, powers that allow you to "trick out" your major spirit how you like it, tuning it to what you want it to do. Add in at least a SMALL factor of customization. Then add in some way of getting flexible feats that means you aren't perpetually locked into one build.
I'm unfamiliar with Legendary Influence, actually, as there's unfortunately VERY few 3pp Medium books out there (Empath Medium and a few archetypes from Legendary Games' Occult Archetypes... that's it). Mind explaining what it is and giving a source for it?
Anyways, i should go to sleep, I've been rambling long enough.