Ok next part of my rewrite: world mechanics
Dust: The big problem with dust is that there's talk of Dust shortages but nothing comes of it. Their are three options
1. Actually show the consequences of dust shortages and have it factor into the plot in some way
2. Same as the above don't have the dust shortage occur until later in the series
3. Just don't have Dust Shortage brought up at all.
Aura Shields: Either get rid of them or keep the characters' respective durability levels consistent
Grimm: First the fear aspect. Either drop it or explain in the story that it takes a highly concentrated amount of negative emotion (IE the aftermath of a terrorist attack) to attract them. Second, keep them (more specifically the higher tier types) as a consistent threat. Also, think along the lines of the Grunts/Drones/Jackals and the Brutes/Elites/Hunters from Halo. The former provide a power trip as they are gunned down with ease while the latter provide the challenge. Apply a similar dynamic to the Grimm with some types serving as cannon fodder and others being a legitimate threat with "Boss Grimm" thrown in occasionally for good measure
Maiden Powers/Relics: PICK ONE AND STICK WITH IT. Keep the maiden's powers tied to their seasons to differentiate them from each other. If we're going with, Relics make them more impressive. For example instead of essentially being a genie lamp, maybe the relic of knowledge of the past, present and future but with some kind of trade off to keep things. Alternatively have an entirely different set of Mcguffins
Magic/Aura: Just have Aura be the physical manifestation of one's magic. Some simply get enchanced speed, strength, sense, etc others get a specific power or set of powers, and others can wield a more traditional form of magic.
Faunus racism: Show don't tell. That is all.