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You need max reputation if you want a shot at becoming the next papa khan.
A buttload of experience if you have high science and survival skill, and a shop that sells the modified drugs that are normally only available by crafting.
You can do the last NCR bounty hunting mission inside the Fiend base without violence.
Two fetch quests for moderate experience. Their main quest for a good amount of XP.
An outro slide that will not state that you are a douchebag.
Their armourer. Who has an INSANE amount of ammo for everything. The only better ammo merchant than her is the quartermaster at the dam, who is even more tedious to get access to.
Disadvantage:
They have several ingredients growing around their camp, which are all owned. It is the best farming spot in the vicinity, since the fields around Jacobstown need a long detour to harvest. By killing them you can pick these without any worry.
They may give more experience killed than doing their quests.
They are the main drug suppliers to the region, so taking them out can give that warm fuzzy feeling. Even though they are actually classified as neutral and not evil.
Generally, it is usually better to keep a faction alive than taking them out. The only two on the edge of usability are the powder gangers and the BoS.
The gangers have only access to the lowest-level explosives, but their trader can be a somewhat reliable source of caps to get from selling. Also, killing them is the "good" ending.
The BoS only give you energy ammo, which is pretty pointless considering you can get an infinite amount in OWB.
You can also do some drug running for Jack, or teach him how to make new drugs.
If you're villified, you're kinda screwed.