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Stacking those DR/ER/RR stats you see in pip-boy and the "minor" differences between them is not something you'll ever notice on practice.
Simply because %-based Damage Resistances (such as Blocker perk card to reduce melee dmg or Fireproof for fire/explosive dmg reduction, Power Armor's innate resistance, Overeater's effect, Empath mutation stacking, etc) are much more noticeable ON PRACTICE, despite not being really at all visible in your pip-boy.
some perks add minor dr or whatever but you already need as much perkspace as possible for your build.
as a hold out till bos r or SS .sure, since it can be traded why not, can pass it on later.
the autorepair can be perked too but the melee damage thing is too low and can be found in mutations via electricity(radiation can heal glowiing enemies so stay away from it).
The asbestos will stop you from catching on fire. This is mostly useful for self immolation from explosive weapons with fire damage (though oddly the Nuka World bow will set you on fire).
Maybe not important to everyone but this omission makes it a skip IMO.
It has one, it's a reward for the Hell's Eagles quest.
Including a Jetpack.
By 300 it starts to diminish hard
By 400 more is basically ineffective