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Also there are plenty of replacement traits that work really well. Such as Trigger Discipline, sure you fire slower but the accuracy is better than the negative. Or skilled, you get +5 to everything and -10% experience, but that doesn't matter because you're still going to reach the level cap eventually.
At the top north of the map you can encounter a group of mercenaries without Wild Wasteland, the boss have the unique Gauss Rifle. With Wild Wasteland the mercenaries will be replaced by a group of aliens, the captain will have the famous Alien gun present in Fallout 3. ☺
That's the one weapon that gets locked off if you DO pick wild wasteland yes. If you do not take wild wasteland then you lose out on a lot of uniques, including the Holy Hand Grenades, the suave gambler hat and such.
I modified Jsawyer mod to allow 3 traits at the beginning of the game solely for if I feel like having it or not. I feel it shouldn't be in exclusion to the other more mechanically interesting traits.
I think if you were going for unique collecting, this would be the best order to do it in, as there is so much more content to collect with WW than without.
Even this is over-selling it.
The silliest thing it adds to the game ia the alien encounter, everything else is (dated) pop culture refrences and obscure mentions.