For advanced pursuits I think we have Friekorps, Death Marshall, Grave Servant, Steamfitter, and Tokrage. Although as a GM it recommends that you make additional advanced pursuits if you so wish. This kind of thing is prevalent throughout the whole book, the GM has a whole lot of freedom.
I haven't had a chance to test the static numbers thing yet, but by the looks of it high ranking NPCs will have little difficulty turning a PC party into a puddle of gore and viscera. With rank 10 that assumes the NPC flips a 10 every time, that can be really hard to beat for a PC. It gives a little guideline, that if your PCs need to flip 5 or higher reliably to hit something, that'll be difficult to hit. Also, if they need a 5 or higher to defend, that's a pretty lethal encounter.
It seems pretty straightforward to play a 'construct maker', and I think if you wanted a Marcus-esque character the definition of 'construct' is pretty vague, so it could even apply to things like chimeracy.
I am in love with the options of pneumatic limbs, the whole gear section is wonderful. Everything from gatling guns to blackpowder pistols to naval cannons. There are heaps of cool options.
I think my favourite part of the game is the character creation, the tarot reading is a really fun, fluffy, and organic, way to build a character.
My least favourite part? I'd chalk it up to Malifaux's signature 'vagueness' when it comes to rules. Some rules take a bit of thinking to wrap your head around.
Hope I've been of some help!