One other suggestion. Decide what skills you will have in your world and what they mean. There was some unclear skills which didn't fit in well, some skills you said weren't used but later you mentioned they'd be one way to do something, some skills you nixed as inappropriate for fantasy but they seemed reasonable to me, and there were some skills that got disproportionately very heavy use while other skills came up 0-1 times. I worship your improv skills. Plan the campaign setting in a bit more detail and try to distribute those calls for skill rolls so we can't just pick 3 and be good for the entire campaign. Your crutch skills are Notice, Knowledge (Rituals, Planes, Infernals, Arcana), and a little bit Intimidation. I took Streetwise and Swimming, two skills that came up exactly once each in the entire campaign. Taunt was one that might have been useful, but I never used it.
Some suggestions: vary combats by having enemies attempt tricks (Agility or Smarts) on us, set up encounter locations where terrain affects tactics (you're already good at this but I really like it when you do, so I'm just asking for more), set up encounters that are meant to teach us when it's time to walk away and when it's time to run, look for ways to make other skills relevant (ie, a lake or sea voyage so that piloting and swimming get used, times of commanding underlings that aren't 100% loyal so persuasion, intimidate, and taunt are used in other ways, guessing and chance games as tricks/traps so that gambling is used, some information we need to uncover so investigation, tracking, and streetwise get used), maybe guts should be used to get out of shaken which would differentiate the points spent by fighter-types and priest-types instead of all being straight Spirit rolls. Finally, I don't like the way healing works in SW. Not anything to do with you, but it's super easy in the first hour (so much so we only ended a session with wounds once or twice in 18 months of play) and super hard after that. Just having a couple characters with d6 Healing helping each other can heal the whole party in the Golden Hour, usually. I feel that needs some tweaking.
Please don't take all this input as negatives. I'm looking for something to say other than just praise. Praise is good, you earned praise, you've got praise, but now is there anything I can think of that would make the next campaign even better for me?
Alex