User blog comment:Bing445/Mobile guide/@comment-24659969-20160131085408/@comment-26251254-20160203012850

@Fredy-San

1. Yes, but, Tissue Repair should be in the 3rd slot for Rubicon Power Assist. Or any vest. Adding a defense augment on the Rubicon Power Assist seems pointless, but if you got maxed (or close to maxed) Body Armour Expert, the defense value will increase greatly.

2. Fast Movement is necessary. It can be used both defensively and offensively. There's a reason why most people would invest a decent amount of Fast Movement for their builds.

3. You can't always depend on that free reset. Ninja Kiwi never intended for it work like that. It should be like "free reset on all existing characters". Apparently, Ninja Kiwi screwed that up. You can't rely on it; what if this glitch was patched? As for Close Quarters Combat, it may be fine early game, but pure crap at high levels. Field Supplies doesn't have much purpose anymore, now with the Ammo Recovery contract. Nightmare Mode/Survivors for cash.

Trading points for something that can raise your DpS massively, like Hold The Line and Critical Shot, for Toughness is quite foolish.

6/7. Biosynthesis can be effective on some weapons, and as a 4th slot.

There's some case when some things are obviously the worst out of their weapon class. Example, the CM 800 Jupiter on PC. It was obviously considered the most useless sniper rifle. As for augments, Deadly, Overclocked, and Adaptive is the basic and golden rule for most weapons. Biosynthesis isn't effective on most weapons since, Etc.
 * Low damage per hit.
 * 4 RpS.
 * Semi-auto.
 * Expensive ammunition.
 * Awkward arcing mechanics.
 * Single shot, which is why lots of multi-pellets weapons are good for biosynthesis.
 * Takes up space for valuable augments.
 * Can't crowd control.

You don't even need biosynthesis. You can just regenerate health, not get hit in the first place, build up your resistances, medkits, whatever.