Specifically for GURPS Metro, but I plan to make it useful for all games for people who find the standard character sheets to be lacking. In my experience with the system, I've met very few people who didn't have problems with the default sheets, or even some of the attempts by other people available online.
So, I'm taking a crack at it. It's going to be built in a spreadsheet, and offered as both spreadsheet with a lot of auto-calculating and a .pdf. I'd like some feedback from other people familiar with GURPS for further ideas. This is for 4e, specifically, although adding a slot for Passive Defense out of 3e wouldn't be too hard.
What I've got so far;
ST, Lifting ST, Striking ST, Current HP/ Max HP
DX, Arm DX, Hand DX (these are questionable, thinking I may leave them out because if I include them, I'll need to include arm ST and such)
IQ, Will, Per, Current Morale/Max Morale
HT, Current FP/Max FP, Current magic FP/Max magic FP
Other resource pools (temporary HP, resources for characters with a separate thing than HP/FP, etc)
Advantages and disadvantages, with all the stuff for point cost, level, and a brief note for how it works or reference to sheet that has it. An extra section somewhere will be provided for descriptions of things too long to fit in one line for easy reference.
Quirks, perks, and habits
Quirks and Perks are pretty standard, other than including room for notes. Habits is something that I'm adding, and functions as an extra 10 slots of minor quirks (primarily likes/dislikes). 5 are to be chosen at character generation, with a further 5 to be determined in play (example, a character is relaxing at the bar and decides to try shooting some darts. A few lucky rolls, and the player decides he takes a liking to the game of darts, and all things being equal, will play darts for relaxation over other bar games, and it goes on the list for ease of remembering in a game that may not meet for a while between sessions).
Skills, with a spot for name, skill difficulty, level, points spent, and maybe a brief notes section similar to advantages and disadvantages for skills that have special applications or rules. Techniques are listed slightly indented below the base skill they function on.
And here's where things go really different. The biggest problem I've had with GURPS is the equipment.
Character portrait, hit locations, and items carried. rather than a list, there's room for a fairly large character portrait, with a series of boxes connected to each of the body parts. Each box has that body part's stats if different from the rest, slots for individual wounds, current/max HP, and a slot for armor worn and all relevant information to that. Locations within the greater hit locations use approximately the rules from Low Tech, (example; a hit to the arm, roll 1d6. 1-2 is forearm, 3 is elbow, 4-5 is upper arm, and 6 is shoulder. The size of a given hit location determines the odds of an attack striking that round hitting other equipment carried there). Equipment such as backpacks take up the entire back slot, and include a checkbox for whether they are presently being carried or not. Holsters, slung weapons, and so on have their stats listed elsewhere, but for inventory purposes list weight, and checkboxes for if they are presently slung/holstered. The weapon stats themselves include slung/holstered, in hand, and off character. All equipment listings will have room for listing DR/HP for campaigns of the sort where it's relevant.
A second section for equipment is provided, for listing things like houses and vehicles, equipment stored in them. Depending on space, room for a tiny diagram may be provided, should it become important to know layouts/setups. My handy dandy reference to all the commonly desired-but-not-remembered rules will be included as an extra page or two, and include a few things off the GM screen, tables from the back of the book, and other such things