For SF2 combat, obviously Mecha Piloting and Mecha Gunnery are essential, as is Initiative (otherwise I don't have time to do anything in battle!)
So far, I'm doing fine with just initiative in SF:2 fights, though admitably I haven't hit the 50 renown difficulty spike, yet. Mind you, by the time I
do I'll finally have the science score to get sentient robomooks to pilot my mecha -- the only lancemate my current character's found died like two fights after they joined. Well, I just got science 13, so we'll see how things go. First sentient had 17/28/21 Re/Bo/Sp and sticking him into a spare pheonix is doing well enough, so far. Piloting needs a serious boost (started out at +2!), but it's moving along.
Both mecha fighting and close combat do alright... providing you're using thrown/return weapons. Straight up melee's pretty worthless; not only is it more dangerous, it's terribly difficult to keep the target in range in space fights. SF:0's much better about the thrown/return stuff, due to the magnet token... well, and just greater access to throwable weapons, period. Boomerangs and tridents (which can be magnet'd) are easily buyable; deathwings and sparkling lawn darts are rare but powerful -- the deathwings can be gotten off of Assassins, at least. There's also some more esoteric ones out there, like the steel fan, which keys off of charm.
At the other end of the scale, the "useless" skills: Survival (food? why bother?), Investigation (I'll just pay someone), Medicine (Quick Fix, Antibiotic, Antidote are all weight-zero), Toughness (see preceding). Acrobatics (how am I supposed to survive SF0 combat without armor? Are there even space suits light enough?), Mysticism (what for? and what if I get killed and need cyberware?). Taunt (does it make any significant difference in combat?) and Shopping (minor differences in prices just don't make that big a difference in gameplay).
Shopping is... noticable. Really, really,
really noticable. The difference is pretty massive; it's not what I'd call minor. Further, the investment overhead -- that is, XP or money you personally spend on it -- is effectively nil. You put one level into it early on and it'll raise itself without issue; my current character's at about 36k total experience, and shopping is at +11 without me putting a single point into it past the initial buy. To give a comparison, that 36k character, who's charm 14, shopping 11, is getting a 60k discount on a vulcan cannon, versus a no-shopping charm 11 -- stripping down the allure suit until charm matched got the discount to a simple 50k; that's something like a 25% discount. That 36k critter still gets missions that pay less than 50k, heh.
Medicine's just convient, imo, if admitably overshadowed a bit by the pills. s->b->enter is faster than mucking around with my inventory, yeh. Acrobatics have skinsuits, not sure if there's anything higher end than the allure for it, though -- I'll admit, I just don't use it. Got better things to spend the talents on, usually. I'd probably suggest either adding some more high-end (powered stuff) class 2 armor, or switching acrobatics to key off weight instead of class -- ideally with a body component involved; i.e. body 10 gets you 3 kg (skinsuit), body 20 gets you 5 kg (skinsuit with some improved bitsies), etc.
From a mecha choice point of view, it seems like there's not really any way to build an effective heavily armored mech - you'll get demolished by unarmored mecha moving too fast to hit. *snip* I suppose rolling versus skimming versus flying makes a difference (and could affect your choice of talents), though many battles are in space where there's only one choice.
Well, if by 'one choice' you mean 'stunt driving', yeah. Born to Fly doesn't effect space flight, which seriously complicated my character's feat choice on figuring that out. If it weren't for that, B2F'd probably be best, hands down. Skimming's pretty weak, talent wise, though; nothing benefits from it, unlike, well, everything but space flight. A big thing with flight, at least in non-space fights, is that
you don't stop to turn unless you're a hoverfighter. That, folks, is absolutely freaking huge -- above the speed amd height bonii, imo -- and the big reason for me flight's a major target for non-space battlefields.
Agreed on the heavy-mech, though. Armor past a certain point's just not worth it, and if you
do go with a machine that's lower than -2/-2 or so, you're going to be stuck with high BV/Blast/line/scatter weapons just to be able to hit anything. It's almost comedic when my -4/-4 savin spends a half dozen turns trying to hit something with its breaker cannon, only to give up and subsequently oneshot the target with its vulcan. The poor thing's had the breaker's saftey on for the last dozen or so fights; ammo's too expensive to be missing with that thing.
Initiative has been toned down pretty severely in recent versions. Have you tried playing without it in 0.625? Do you think it needs to be toned down further?
Mucking around in 0627 right now; initiative... is probably fine, now, honestly. At the very least, it's considerably weaker than it
was, and not a (/as much of a) neccessity anymore. With ini-8 or so, I'm only getting off maybe three shots with a speed 10 character. Previously, I could probably fire off four and still manage to push my machine into a run for the dodge boost. Can't do that any mo'.
Spot Weakness used to be extremely powerful, and has been toned down. It may need to be improved again.
It doesn't help you hit anything, which is the problem. Damage just isn't an issue in GH-as-is; if you can hit it, you can kill it, and in pretty short order. Hitting is the issue, not breaking things into pieces. It probably makes a difference that the major way of boosting to-hit (That is, gunnery.) also jacks the damage as it rises.
Electronic warfare and scatter weapons are going to get toned down in v0.700 (see that thread for details). BV weapons will likely lose their to-hit bonus, but have a greater chance of all shots connecting.
See above, I guess. On th'beneficial side, BV weapons not having an easier time hitting would pretty much put them on-par with single shot weapons. On the not-so-beneficial side, the only reason folks are using them goes 'poof'. Even with scatter getting a hit, I'd imagine the emphasis on them and their line/blast brothers'll just go even higher, 'cause, yanno', they hit things.
I'm also curious about the trouble you have hitting anything. What BV weapons do you generally use?
Personally, I generally don't use any weapon with a BV lower than the machine cannon (4 or so, iirc) unless there's something (very) special about it. Even with BV 4, I have trouble hitting things fairly often; at least, it'll take 3-4 volleys before I land a hit, fairly often. When a BV8 cuts that in half, it's noticable. When it takes 5-8 shots to land something with a non-BV weapon, well...
Obviously, sometimes I'll land th'first shot or whathaveyou, but I'd stand by those numbers fairly well.
You can get by without SF:0. There's only one core story event which requires SF:0 combat; in all other cases, there's a way to avoid the SF:0 fights. I don't think it's possible to get by without SF:2 combat though.
It's not, unless by 'get by' you mean 'get shot down, repeatedly'. I guess with a high enough dodge you could survive constantly getting shot up, but it'd be a bit of a BAD END to finish the last big core battle by having your Dora blown up. Probably amusing, though.
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Re. Exosquad, I still have one of the action figures sitting around somewhere in this house. Th'blue one, widda' wings and the gatling gun. Is
still awesome.