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A colonist with traits that help reduce the chance of mental breaks (sanguine, iron-willed etc) will always be a solid choice, since the last thing you want is a mechinator having a break right before or during a fight.
It's obviously going to be a high-value colonist, so giving the role to someone who is already considered backline like a doctor or a researcher isn't a terrible idea. Though you might want them free to repair mechs instead of doctoring after a fight if they are your only healer.
And yeah, you can have a royal vampire priest mechinator if you'd like. The only thing I'd possibly warn against is making them a vampire, since having your mechinator on death rest, or going nuts because a centipede used an inferno cannon nearby would be... not ideal. Same goes for being a royal and possible mood penalties, but those can be managed. Since you're tribal, I imagine most of your casters will be natural anyway.
Thanks, I was considering using my best crafter, but he is also great at too many other things. I will check out my leader/royal's wife as they both share a luxury room and not the common barracks. I am not running any vampires as I saw the daylight and fire debuff and thought that it would not be worth doing the quest linked to getting one in my tribe.
I think that I must be the only person playing this game who runs a tribe but would rather use the royalty based psycasters (I just get sick of seeing my best pawns standing around meditating for half their lives).
I guess the BEST piece of advise that you gave which I have not seen anywhere is to give the link to your most stable pawn. I think I did actually roll an Iron willed, sanguine pawn, maybe I need to give him some rudimentary crafting skills.
https://steamcommunity.com/sharedfiles/filedetails/?id=2886680821
So imo good crafting is nice, but focus on good traits first (everything that keeps your mechanitor controllable)