Here's the piece in question:
GMs should feel free to create their own new armed and unarmed
styles to match the particular interests of their players and campaign,
but a few important guidelines should be kept in mind.
The goal of a style is not to make unarmed or primitive combatExcellent yet simple advice. Balanced yet different.
skill better than projectile or energy weapons, but only an equally
reasonable option. For damage comparisons, look at mag rifles and
shear rifles to see what sort of weaponry they’ll be compared against.
If the style does more damage than those weapons in the hands of
equivalent masters, then the style is doing too much damage.