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The only thing you have to count when building rangers is this. What companions are you going to have (for skills) and 4 INT means a weapon skill and two more per ranger.
For example my first team on SJ was:
Leader: SMG, Leadership, Kiss Ass
Mele ranger: Blunt, Brute Force, Hard Ass
AR ranger: Demolitions, Perception
SR ranger: Weaponsmithing, Mechanical Repair
Rose: Pistol, Alarm Disarming, Computer Science, Smart Ass, Field Medic, Surgeon
Ralphy: SR, Toaster Repair, Outdoorsman and a few points on Animal Whisperer (for the achivement XD)
Scotchmo: Shotgun, Safecracking, Lockpicking
I like that combo because you can get all this companions quick and then start to use statue and shrines with them. And that way is possible to make the competent in combat on the long term.
Also, you want at least 12 of combat initiative but more is better. And I build all my rangers with his main weapon in mind to have enough AP to shoot twice if they don't move. So "Brittle Bones"for AR and SR users are mandatory. That way your custom rangers can carry your companions.
When it comes to Ag center and Highpool, you have the option to "get a bit lost" on the way to them and "fail" to save either.