Alright, i've read through your CS now.
The difficulty with the copy tech is that you're using a tech that only has 1 point in it, and you want that point to simultaneously act as a focus point for copying a move, and as the point that calculates damage (i.e a 1 Power punch deals 1 damage. A 1 Power and 1 Agility punch that is very fast still deals 1 damage, since the Agility point is spent to increase speed, not damage. It makes it harder to avoid the punch, and thereby secures damage dealing in its own way).
So basically, right now you have a tech that is worth 1 point, but can be used in any number of ways. If it branched off of your memory reading tech, and you changed the point to be power, agility or stamina (to secure that your character is physically able to use it), I would let you copy moves your enemy makes that equal to the same amount of damage and total tech points.
I hope that clarifies my point on the matter. Here's some miscellaneous things I noticed;
I don't think your memory fruit should allow you to have perfect memory regarding things that happened before you ate the fruit. That doesn't make much sense. It's not going to matter much anyways, but I just wanted to throw it out there.
The traits you have listed down don't really work. You need a tangible in-combat benefit for them to take effect. The fact that you're a hammer in the water is understood by the fact that you have a DF, so you don't have to jot it down (but it also doesn't matter if you do). Perfect memory, likewise, isn't it either.
Generally, all traits will end in some square brackets giving a quick summary of what the actual benefits are. For example, the first Power trait you could get would look like this;
Super Strength: This character is strong enough to break through wooden objects with little bother, and can bench press 1 Ton [1 Power natural strength].
This looks like a description of the fitness of the character, but in the brackets you see that it actually means that the character has the strength of a 1 Power tech, natively. Every punch he makes will be treated as a 1 Power punch tech. Your DF hammer trait would look like this;
Curse of the Devil Fruit: This character is unable to swim, and sinks like a stone when submerged and in contact with water. The character is drained of all their power if they're at least knee-deep in standing water. Moving water like rain and showers do not affect the user, only standing in large quantities of water does [ignores all stat traits and de-buffs all techs to 0 points].
I don't know how that one would actually work, but it might be something like this, to emphasize the loss of power when in water.
Now, your Buddha Nature is a pretty nifty idea for a trait. In the brackets it would probably be like this; [1 point Restistance to Focus de-buffs] or something similar. Your character is hard to anger and disrupt, i.e hard to de-buff her Focus. The idea is that traits should look like they're techs, but they're always active. If you got another trait, you could build upon Buddha Nature and make her even less susceptible to de-buffs, you could add another type (1 point resistance to Stamina or something) or just add another point so unless you encounter an opponent extremely dedicated to Focus de-buffs (hint: it's gonna happen), you're good to go.
Your ranged beam has to be a tech. All techs that make that beam faster, wider, gives you more control or anything of the like can be branched off of it, and all techs using it will, too. Otherwise, you'd use 1 Focus point to both fire a beam and activate the memory abilities, which is a no-go.
Again, your techs that include reading memories and such, have to be stated exactly what they allow your character to do. Do they de-buff the victim? And if so, which stat do they de-buff? In the future, when you have enough points, I'll let you decide on your own which type to de-buff, but that would be a little OP to do right now with only 1 point in it. If you don't plan on using it to de-buff, injure or buff anything, it doesn't have to be a tech (the beam still does), since it won't be used for combat. It can just be included as one of the things your DF lets you do. In the end, i'm the one deciding what memories you'll be able to snatch, so if I deem it too powerful, or not powerful at all, it'll switch from being a tech to being something you can do naturally.
So, for your Forget Touch, if you use it to erase the opponent's memory of how to swing a sword, you'll have to write something like [De-buff 1 Power], and the rest will be handled in-character. If you're just using it to introduce drama and conflicts that don't affect combat, it doesn't have to be a tech.
However! Your memory reading tech can be used to gather information about things, and like I've written in the first post - these are support techs. Write [Interrogation] on the end of this one. I wrote about these techs under system -> techs -> support techs, if you want to read about them. Since your tech allows your character to gather information about anything (on one individual at a time), it won't give you access to as much info as if the tech would only work on, say, getting information about the map layout and where secrets are hidden. Like you said, the broader the topic, the less relevant things you'll see.
I hope you understand what I mean and don't think i'm being too harsh on you. I just want everybody's techs to line up so no one is over- or underpowered.