Author here. While writing Galdr has certainly been a great deal of fun (it's an exercise in creativity, plus I had a nice time researching Germanic folk medicine and Norse ritual. Admittedly, very little of it is represented in the text but a few things are), like I said before: I actually fully agree that Galdr is broken as is. It's too versatile and too powerful. I thought it'd be balanced by forcing them to perform rituals to accomplish their effects and holding two Old Gods behind an age barrier but in retrospect, this is clearly not enough - the rituals are too simple (and I can only make them so complex before practical limits set in. Galdr is already a wall of text) waiting 40 years for your full assortment of powers is nothing when immortality is included. As anon has mentioned above, I see the troll option as a balancing nerf, not a buff. I removed the immortality potions (heal-all potions are still included - do you not understand just how powerful that alone is?). Nor are Galdr Truebloods barred from living incredibly long lives. Now it just costs them a bit more than some apple sap and a drop of blood. I think that's quite fair for the amount of power they get.
I know this is probably going to make a few people very angry. Years ago, when I removed immortality from Arete (the option everyone chose then), people got so angry at me I almost decided to give this CYOA up entirely. I wanted to give people interesting choices, not cause fights over who can game the system better. Hopefully, as it was back then, with time people will come to understand this situation.