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We abandoned this idea because it added an unnecessary layer or micromanagement. That was not fun. This also added a certain level of confusion with stats.
You can buy newbies and level them up in case someone dies and you need to hand an item over to a more powerful human.
It adds more friction to adapting your team based on mutation and event luck, but being able to flexibly change teams like this might impact the whole balance since you can usually predict what the enemies will be prior to battle. Maybe that's not so bad, since it adds strain maintaining a team that can survive all the different enemy types styles and one wrong move and you lose the run (unless you have a certain mutation, but often that rarely makes a difference)