In my opinion drugs are currently unnessecery micro-management. Also, a lot people build their builds with drugs in mind, i feel its a bit sense less in the end. So,
Why not removing the SPECIAL positive/negative effects. And change effects into more specific ones. Addiction side-effects could still affect SPECIAL though.
Jet
Positive: could boost the AP regeneration speed (125% of normal) instead of giving 2 AP, +Bonus move perk effect (for Turnbase porposes)
Negative: Reduce chance to hit by 16%, Reduce PE regarding range shotting (inverted sharpshoter perk without fov).
Addiction sickness: -1 total AP, Lower then normal AP regeneration speed(75%). Lower Intelligence (-5 so the char gets the idiot speech). Higher chance of critical failures.
Visually For fun: When character tries to say "give" "want" "need" he ends the sentence with Jet.
Psycho:
Positive: could give 10% more damage
Negative: maybe tunnel vision (lower FOV on sides and very low behind), -15 AC
Addiction sickness: -3 PE towards FOV. Lower Intelligence(-5). -10% DR. Higher chance to get injured.
Visually For fun: A random chance to scream a "angry" word when idle for 3 sec.
Buffout:
Positive: +10% DR, less chance for knockdown
Negative: -10% slower movement, -10 AC, Sneak Penalty
Addiction sickness: Inverted Stonewall effect. Lower Intelligence(-5).
Visually For fun: A chance for knockdown for no reason while not in combat for 3 seconds.
Ofcourse, all of those are just "prototype" positive and negative effects, their amounts aswell their combination is just a first drawing. Eitherway, this way, we can get rid of the "Junkie chars". For me, those seem pointless to exist, i mean, imagine "a wife making a birth and then after asks his husband, what is it? a boy? a girl? or a junkie?"