I think I completely forgot to use psychic blasts in the last game of Rifts I ran. And it's kind of important for scares and danger! Mostly, I think, because they happen on a 18-20 natural roll of the dice, so they kind of slip off the radar. I was playing Serious Sam 2 recently and I often forget I have grenades, or serious bombs. Or a cannon.
So I'm going to have it that groups who have the psychic blast ability, one of them has it prepped to fire on their first attack, no matter the roll. The rest continue to fire them on 18-20. As before, they can only fire one each.
Also, as is expected, bio-manipulation: paralysis will be nerfed. I'm thinking one target only and to use it on another target you have to remove it from the first target (as a free action on your attack. You can do something else with the attack, like shoot, for example), if that target is still alive.