Some is working on a post-apoc setting for PJ. His website is here:
http://irishzone.tumblr.com/ I haven't really followed it, but there are some posts in the past few days and it looks like it is in playable shape.
There will be other genres. I have an idea for a modern horror setting that is a cross between X-Files and Torchwood. There is also a space game I have planned as well. There is a lot I would like to do, it just takes time and then having to support all of them. Maybe if 1-2 of these take off I can hire people to keep support material coming out while I go work on the main rule book for a new genre.
What I am working on now is a steampunk game entitled Steamcraft. Hence the use of airships and gears on the site. Take Shadowrun, cross it with Jules Verne, and then set it in an alternate world where colonization is taking place in a land of weird animals - like Australia.
This project is what I am currently trying to get edited do I can do the layout. Art is pretty much done, I have done the front and back covers already. It should have been out a few months ago. I am hoping for a Jan-Feb release. Now it isn't exactly PJ for the system. It is a percentile system and points and I do use a point based character creation system. Most of the races are the same. If PJ is original D&D, then Streamcraft would be more like Advanced Dungeons and Dragons. I like to have an internal logical consistency and moving to a modernish setting with modern abilities required changing things up. Think of it this way. To some people, having an Elf as a "class" just didn't make sense so you made it a race then they got to pick classes.
You have the following attributes: Strength, Agility, Fortitude, Perception, Presence, Knowledge, and Will. You allocated to those. Each ability in the game is connected to an attribute. You then have 10% of the associated attributes ratting in every skill governed by it. For example, Ranged Weapons are governed by Agility. If you have 43 in Agility, then you have a base 4 in Ranged Weapons. From dealing with playtesting, I know this is controversial. I did it to address a problem I have with modern settings. How do you handle the issue of a player doing something without an ability? Everyone can turn on a stove and boil water and follow directions for pasta. It might not turn out great, but you can do it. The same with figuring out basic things like how to drive. There are other things such as shooting a gun. You may not be accurate, but you can point and pull the trigger. A nice GM will default to a modified attribute. Instead of adding that in as a rule, I made it into part of character creation. When a player looks at the character sheet, he will see everything but the magic skills filled in. Small values may seem useless to some, but there are modifiers a GM can use or simply being able to have a chance at something sometimes is all you need.
Those are pretty much the big differences someone coming from PJ will notice. There are additional rules for firearms. There are rules to design your own airship and airship combat. Magic has been modified some.