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As for angst... why would you care? It accumulates very slowly in the beginning and there are a good deal of junk traits you can pick that won't impact gameplay at all:
sanity penalty for losing friends: of no concern. if a companion dies, you will probably reload and with a combat heavy crew, nobody's gonna die anyway.
lower addiction threshold? either you already have one, or your threshold is high enough anyway. losing sanity periodically while not fighting? inconsequential for your build,
losing sanity when there's no exp gain or journal entry?
it's 2 per pop and mitigated by psychic resistance as well.
With a moderate amount of fighting, I ended up at angst level 3 in my playthrough and only because I got 150 by clicking a specific thing, so... don't worry about angst : )
Well my all combat characters before patch reached ANGST 4 or 5... So I'm still thinking if I can minimize ANGST but seems like there is no way. Also, Mental defense is function of Mind, not Will...
Do you know how many stealth + sense (or agility) required to escape from battle? I'm thinking of Criminal - Hitman, maybe I can play stealth + combat to escape unnecessary battles.
stealth checks just seem to decrease the trigger distance between you and patrolling enemies, though. so you could get by with less, I suppose.
never said will boosts defense / resistance. but I'd say mind is very overrated in that regard, especially if you have a high sanity anyway.
I can only reference my own playthrough again, but I had 5 mind and 1 psychology and 7 will and I've never hit the sanity check threshold and only aquired an addiction at the very end, despite not having great mitigation.