4.) How does your setting (or lack thereof) reinforce what your game is about?
The problem with doing these one at a time is that I have to refer back to what I've already written. Not that I really blink and ask, "Huh? What's my game about?"
Let's ask the first question. What is the setting of Illegal Gods?
Intended to be a space opera, Illegal Gods has the whole realm of "space" as its setting. There's a double-handful of defined places to be used as examples of setting development, as well as Overarching Plot devices. (Sources of Conflict, not the idea that there's a set Plot.) Characters could potentially be stuck on a single planet, station, ship, or even in an invisible demonic subspace node...although I don't know if I'll actually codify rules for that last.
What this suggests to me is that I should probably build some kind of base for determining the particular pieces of information necessary for each of these place, like the "tech level" GURPS uses, or maybe the planet basics as described in Starflight. [snort]
What kinds of things are important to know for a quick reference? Let me brainstorm on this a bit. Obviously, who claims ownership. Is it a member of the Empire? The Komodians? Is it a haunted HSEL station? Is it a Free Satellite? Then the make-up of the inhabitants, probably broken down into percentages, but listing only the top three. Faiths should be next: does any deity claim the planet? Is it a System planet? Perhaps a "valuables" section (for that "making a quick buck" portion.)
Now, as for reinforcement for the game, I think the space setting works as in exporting the idea of "illegal aliens" from a potentially silly premise. While it could certainly be used on a smaller scale, this futuristic feel allows us to ignore a lot of the challenges that define more primitive games: we can assume the basic needs are handled (unless of course that's the kind of conflict you're desiring.) There's also the ability to do a mix of technologies that's harder to do when you're pinned down to a particular locale in time and, erm, space.