I did this a while back, but it unfortunately did not gain the attention I had hoped for (and I also kind of neglected it myself, and probably was hoping for too much with certain ideas)
To me perks and traits should be at the top of the list of things to balance. While there are problems with the differences in weapon power, it is a small enough difference in power that the game can be played relatively evenly between the various types. However what annoys me most is the limited options in which perks/traits to choose from if I want to be of use or actually survive the wasteland
Anyways...
Prenote:
Solar was talking about in the grenades thread the idea of fast shot will no longer working in situations where aimed shots don't make a difference (IE, since with grenades and bursting you do not perform fast shots, then you should not receive the bonus)
While skeptical, I have to agree with that sentiment. Traits should be things that provide both benefits and negative effects, regardless of your build. Not much else to say there, so i'll leave the discussion at that and wait for other's opinions. I'll mainly keep all of my trait suggestions formatted in such a way that they always provide a downside
* denotes the suggested parts, all or only some of which could be used. All numbers given are up to debate at a later time.
Trait SuggestionsFast MetabolismCurrent: Your healing rate is increased, but less resistant to poison and radiation
* Weakness lasts half as long
* Those using FA on you have half cooldown.
* More easily crippled however (increased crits against you? Not sure)
BruiserCurrent: +2 str, -2AP
* +2 or 4HP per level, -1 or 2AP
* Inverse of small frame (-1AG, +carrying capacity)
KamikazeCurrent: -AC given from agility, +5sequence
* +1 or 2AP,
* -DR (can go into negatives)
Heavy HandedCurrent: +4 Damage to "melee damage" -30% crit table (uncertain, according to fallout wiki thats what it is)
*
Fast shotCurrent: -1 AP to nearly all forms of attacks, cannot perform aimed shots, ever
* only -1 (or 2?)ap to attacks that can be aimed (as solar suggested). However attacks can hit any body part (unlike current, where it only hits the torso when doing nonaimed shots). Different body parts are more likely to be selected (Torso: 30%, each arm 15%, each leg 10%, head 15%, eyes 5%) Numbers are up for change obviously. This way fast shot is of some use still
Chem ReliantCurrent: More likely to be addicted, but addiction lasts half as long
* Chem effects last twice as long,
* chem addiction can become permanent for all chems
* twice the negative debuffs and/or twice duration of addiction
Chem ResistantCurrent: Chem effects have half duration, but addiction is reduced by 50%
* Chems have 1/4 of the original duration (So a 1 minute drug becomes 15seconds)
* no chance of addiction (including jet?)
I'm not sure how well balanced these are, but all of the numbers are up for debate, is the idea that matters. I'm trying to keep things simple. I'll make a separate post after this one for perk suggestions.