In practice, the Mask system feels a little thin: I've basically got a really simple dice pool mechanic and some metagame stuff that directly influences (and is directly influenced by) play. With that in mind, I've come up with a couple of ideas to change things.
1- Whenever a PC is in Disguise, the GM should ask the player, "Do you want to create a new identity altogether?" You pretty much have to do this if you interact with people while Disguised; the upshot is that you now can start building Reputation for this fake person, the ... downshot? ... is that you can only use the Reputation associated with your character's current identity, and, hey, wouldn't it be interesting if someone who knows you by one name and someone who knows you by the other happened to both meet you on the street one morning?
[The reason: if you don't have a Reputation to build, and no one knows who you are at all, the game kind of sputters along, listlessly.]
2- Replacing the Reputation vote, the GM simply collates a tally of each PC's Honorable and Infamous Audiences. He should always inform the player of this in some way, while it's happening, so as not to be sneaky; for that matter, he should keep a player abreast of the situation if it seems like things are going in an Infamous direction for your Honorable character this session!
[The reason: it's tedious to have the vote. I dunno how my playtesters feel about it, but I find it irksome.]
There are other things, some level of vague dissatisfaction with things, but I'm not sure what to do about that. It feels like far too many scenes are devoid of conflict, which begs the question: how often should this be happening, how can I steer things back towards a conflict of interests, etc.?
I feel like some sort of "My clan and your clan" mutual history chart might be helpful - something to stir the pot when dealing with someone from a clan that's not covered by the PCs' clans or their immediate allies/enemies. Something to work on.
Oh, god - for that matter, I really need to start applying the Experience and Development rules. Haven't touched 'em, yet. Tracking important failures is important.