I took a look at the new Curseborne Primal revision. The original rules for them all but killed my interest in the game. You had a chunk of fera who all had the same crinos, and the crinos was less interesting than glabro. Now everyone gets a generic list of 6 traits, and another from their family, and you pick 2 from each. There is also a soft rage mechanic

All get these, and enhancement is extra successes when you roll at least 1, and tricks are stunts you can spend extras on
>+1 Enhancement that stacks on all physical actions
>+1 Enc. that stacks on all influence actions relating to intimidation
>+1 Enc. that stacks to defensive actions
>Regenerate 1 injury at the end of the round, unless it came from an attack using the Magical tag or spells
>Any of the four above shifts applied a second time
>Distraction is also an Influence Trick

As an example the spider/insects get this list
>Establish Grapple is also a Ranged Combat Trick
>1 natural armor (Padded ×1, Spiked)
>Unarmed attacks have the Elemental Attunement: Darkness and Poisoned tags
>Vision is unimpeded in the Darkness area effect
>Combat Trick: Impose Darkness (2 hits): Upon dealing 1 injury to an adversary, apply the Darkness area effect, an unnatural nightfall centering on the target
>Climb sheer surfaces at normal movement speed

And the wolf/canines get this
>Knockdown/Trip is also an Influence Trick
>1 natural armor (Elemental Resistance: Electricity, Padded ×1)
>Unarmed attacks have the Elemental Attunement: Electricity and Wounding tags
>The Imprint Influence Trick has a reduced cost of 1 hit
>Combat Trick: Impose Storm (2 hits): Upon dealing 1 injury to an adversary, apply the Extreme Weather area effect, a storm centering on the target
>Move from close to medium range as a reflexive action

I'm not sure it's as interesting as 5 bespoke forms but if I read it right you can pick new traits each time, and spend more resource to change them while in that form. So it's quite a different vibe at least