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other than a few voice line changes, getting or not getting certain neuromods dont make much difference
But there is achievement for using only human and only alien and no neuromods.
Also having typhon aliens mods installed make the "nightmare" enemy more common.
At 2 or 3? Alien Neuro mods turrets will consider you a typhon and shoot at you unless you hacked them or manufactured them yourself.
Eg, If you can get behind them then you can carry them (which closes them) and just never redeploy them. You can even remote grab them.
In fact, lots of the alien tech can be used to easily dispatch them.
The nightmare is not a problem either really. If you really don't want to fight it then just run away and hide and wait til the timer runs down.
First playthrough I went human plus 2 alien tech, mimic & psyhcoshock. Then right at the end I used all my remaining neuromods to get base level on most of the alien tech. I did that so I could use that save for my NG+ so I had lots of alien tech available from the start.
To add onto the Nightmare dilemma, simply using Psychoshock on it removes its ability to fire the homing energy blasts for quite a long time, giving you an opportunity to use whatever combo you want in a safe place. In fact, Psychoshock alone shuts down a large amount of typhon (especially Telepaths & Technopaths, which become defenseless without their powers) by restricting them to melee attacks on top of doing a nasty 90 base damage at max level. It also recharges fast enough to almost psi-lock your target so even in the worst case where you don't have any ammo you can simply spam them to death provided you have enough Psi Hypos.
Alternatively as said above, you can just run away by using Phantom Shift which distracts the Nightmare for up to 8 seconds on max level while teleporting you ahead a good distance.