OK, first part done. I'm not sure about translations, but I hope it will still be readable. I'll give you the outline :
Short introduction with texts from myself.
Species: Situation of most races in the IK, including humans by kingdom. Boggers are handled as Goblins, while Gobbers are Goblins with the Southern Horde feat. Ogruns are handled as Ogres, and Trollkins as Ogres with the Stone Brave feat, even if they are completely different races in the setting, it's just mechanics. Trollkin-specific gear will be introduced in the gear section, though.
Specialties: Six of them, that are based on classes from the setting (not sure at all about translations here): the War Healer of Morrow, the Gun Mage, the Mechamage, the Intruder, the Gunner, the Tinker. New origin abilities: Trigger-happy, reduces the load quality of any gun by 1 [cost 2]; Battery loader, allows to reload batteries at the cost of 2 spell points per charge and without risk of overloading [cost 2]; Vicious shot, inflict +2 damage on standard characters with guns [cost 2]; Saboteur, inflict +2 damage on items and constructs [cost 2]. Then few words on "how to make a good ..." for each class of the setting, pointing out Specialties, feats, and classes well-fitting for each concept.
Talents: No new Talents, but advices on which Talents for which human nation.
Master classes: Only four, very setting-related as they should be. They were way easier to build than Eberron's. The Deathcryer (Trollkin parangon) is mostly a Captain with Shouts. They affect enemies at short range and produce various effects (like stress damage, conditions, bang damage, and sonic damage at level 5). The Mechatactician (Human mage parangon) is a warmage that has a jack companion and who can sacrifice his spell points to enhance his own or his jack's abilities. Powerful on the short term but can empty his spell points way faster than a Mage if he isn't careful. The Darkrobe (Human priest parangon) is a druid of the Circle that has a stone companion and abilities related with nature and destructive energies. The Mage hunter (Elf parangon) is an assassin with anti-magic abilities, very resilient to spells at high level. I think he might adapt well to any other setting including sorcery.
Alignments: Nine major cults. Cyriss's Paths are Magic, Metal, Protection, Knowledge, Secrets, and Travel. Dhunia's are Air, Water, Fire, Earth, Nature, and Beasts. Menoth's are Heroism, Strength, War, Order, Protection, and Knowledge (the Ancient Cult is mentioned but with no variant). Morrow's Paths are Good, Heroism, Strength, War, Light, Life, Travel, Protection, Knowledge (his ascendants and sects are mentioned and some have different Paths and/or ritual weapons). Nyssor's are Air, Chaos, Water, Wilderness, Beasts, and Knowledge. The Original Fathers's are Good, Strength, War, Heroism, Light, Metal, Order, Protection, Earth, and Life (some Fathers offer different Paths and/or ritual weapons; the Clay Women are only mentioned). Thamar, my favorite, has the Paths of Beauty, Deceit, Destruction, War, Heroism, Magic, Death, Evil, and Darkness (her scions or sects may confer others). Scyrah's are Nature, Protection, Beasts, Life, Earth, and Secrets. The Devourer Worm's are Beasts, Chaos, Destruction, Nature, Strength, Survival (the Circle is only mentioned). Cyriss is opposed to Dhunia, the Devourer Worm, and the Original Fathers. Menoth to Thamar, Morrow and the Devourer Worm. Morrow with his sister as well.
Languages: All the main speaking and dead tongues (20 to 30) of the IK are listed as possible choices.
Studies: New Studies include mechamagic, steam machines, cults, jacks, Urcaën, political or power groups like the Knights of the Prophet or the Circle, guns, skornes, far regions like the Heliotrope March.
Skills: New Focus for Crafting, including steam machines, guns, gears, and mechamagic items. GMs might require several of these for one piece of work. New Focus for Ride (jacks), but I'm not sure about this one yet. Still trying to figure out how you force an animal to accomplish something when he's reluctant (because of danger or training), and I'll certainly apply the same to jacks... Also, jacks are trained with Survival like animals.
Feats: I'll try a simple and generic conversion for organization-related feats. I like those. Others are mostly useless or redundant with what already exists in Fantasy Craft, though I like the feats dealing with tinkering.
Equipment: I've came up with few ideas. I'd like to try introducing new upgrades, rather than neverending lists of new gear. For example, goods may have the telescopic upgrade (only if GM rules it's applicable). Guns may have the double-barrel upgrade (+150% cost?), and guns and melee weapons may be fused together (sum of both costs +200 sp?). I'm also thinking about "kingdom" upgrades, like Khador's guns that have a massive barrel but deal heavy damage. Only ideas, but if I can mix them up, I might be able to represent with only few upgrades (and all those that already exist in FC) a large catalog of weapons with no effort. If you have any specific idea here, I'm really willing to take it.
Magic and Mechamagic: That would be the most difficult part. I'll come back to that one later.
Bestiary: I'll keep it at a minimum for now. Examples of jacks and Circle druid's stone companion maybe, that's all.
Campaigns: Dunno yet which campaign qualities I'll use, but I will certainly introduce a new sub-sorcery quality concerning healing magic and resurrection. I thought lost magic would do the trick, but now I don't think it's just enough. We'll see...
That's all, folks. Thoughts, remarks?