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1) Treatment controls how high a QL of implant you can get in, until you can equip ql200 implants using the available buffs, etc. this should be 100% maxed - only exception is if you play a shade.
2) For docs, pet profs (classes) and nanotechnicians - your nanoskills are infinitely more important than weaponskills. If IP'ing a weaponskill stops you from casting a better pet/heal/nuke, you shouldn't IP it at that time.
3) As a froob (free player), IP'ing all abilities isn't necessary early on. Agility/Intel/Stamina are usually your staple 3, the rest depend on your armour choice / what you need for implants / your prof.
4) Nano init allows you to cast nanos faster, which is crucial as your move the aggdef slider towards def and everything slows down. If you cast in-combat nanos / heals (doc, mp, crat, trader, advy, nt, fixer and even enfs cast layers) then you will want to be putting some IP in this. How much is something that'll depend on your playstyle.
5) Anarchy online is a game where, especially as a free player, a lot of different builds / setups are perfectly viable. If you think something could work and you want to do it, go for it or ask for someone's opinion in game if you're worried it'll mess your character up - worst thing you'll get in response is "lol no, wtf". IP resets are there for a reason and it's about having fun.
Rule of thumb - if you don't know why you're raising something, don't raise it. If you're thinking about ignoring your body dev or treatment skill at any stage, make sure there's a valid reason to.
The other evades, likes Dodge Rng and Nano Resist are nice, but if IP are tight, Evade ClsC for RK, Duck Exp for SL...every little bit of survivability helps.
And the Init skills are important regardless if you're a nano user or not. Meele / Physical / Ranged, depending on your prof. It allows for the most attack speed (ideally 1/1, 1 second attack 1 second recharge) while keeping your Agg/Def slider as low as possible for more defense.