Yep. I was looking in the wrong place. Looking in the talents 'm'enu it's clear that shoot was bound to LMB, but for some reason that isn't indicated in the bind talent menu (i.e. right clicking the talent on the hotbar). With it unbound there's no issue with swapping unintentionally. Actually, there may still be a bug there. Shoot will not trigger if melee weapons are equipped, unless the enemy is in melee range. Otherwise the player will try to move toward the enemy (and generally stop after one turn, because an enemy is in sight).
Definitely a fan of the rebuffed Strength of Purpose.

One option to make strength relevant could be to use the higher of strength and magic when it would be advantageous. Is the intent that the strength requirement on non-robe armor requires some building for strength (either with stat points or gear)?
I'm sort of confused by the new weapon manifold talents. What part is on a cooldown? The damage, or the debuff, or what? Just removing the line break would clarify if it was just the debuff effects. I like not needing to juggle the short cooldowns, though the early version did feel somewhat tactical choosing which debuff to apply.
I am running into some serious issues with the latest commits, though. One error in do_folds at range (which I'm guessing is some problem when the new manifold tries to proc), another when trying to open the 'p'layer menu, and also two of my talents were replaced with question mark squares and gave an error when hovered over. I think they were sheer blade and fold warp (fold gravity and fold fate both show up fine, but I don't have fold warp at all).
Manifold archery bug:
Lua Error: /data/talents/chronomancy/temporal-combat.lua:34: attempt to index local 'tt' (a nil value)
At [C]:-1 __index
At /data/talents/chronomancy/temporal-combat.lua:34 do_folds
At /data/talents/chronomancy/temporal-combat.lua:195 callTalent
At /mod/class/interface/Archery.lua:399 damtype
At /engine/interface/ActorProject.lua:396 projectDoAct
At /engine/interface/ActorProject.lua:484 projectDoStop
At /engine/Projectile.lua:228 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1247
Edit: additional detail: This save had the earlier version of weapon manifold unlocked, and the active talents all on the hotbar. The third talent broke, though the first two (fate and gravity) seem to have survived the transition to passives without issue.
Trying to display levelup menu:
Lua Error: /engine/interface/ActorTalents.lua:352: attempt to index local 't' (a nil value)
At [C]:-1 __index
At /engine/interface/ActorTalents.lua:352 numberKnownTalent
At /engine/interface/ActorTalents.lua:584 canLearnTalent
At /mod/dialogs/LevelupDialog.lua:521 status
At /mod/dialogs/elements/TalentTrees.lua:261 drawItem
At /mod/dialogs/elements/TalentTrees.lua:312 redrawAllItems
At /mod/dialogs/elements/TalentTrees.lua:78 generate
At /engine/ui/Base.lua:90 init
At /mod/dialogs/elements/TalentTrees.lua:61 init
At /engine/class.lua:99 new
At /mod/dialogs/LevelupDialog.lua:671 createDisplay
At /mod/dialogs/LevelupDialog.lua:94 init
At /engine/class.lua:99 new
At /mod/class/Player.lua:1368 playerLevelup
At /mod/class/Game.lua:1879
At /engine/KeyBind.lua:235
I'd attach the save, but I'm not sure what the best way of getting it below the 256 KiB limit is.
And, again, are any of the locked trees more in need of feedback than the others?