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I agree re: lasers. Funny thing: I've doubled the damage of flame projectors and arc weapons *twice* and I still rarely use them. Unguided rockets probably need to be more accurate, but that'll make the sentries using them scarier too. Guided missiles are, I think, extremely useful once you figure out to give them a screen, and how to get a lock - they'll lock on all by themselves, a target computer just makes it instantaneous.
Heat and power, I think you aren't trying to run a lot of the gadgets that make them critical. The rover can get some way without bothering, and you can choose to be a minimalist and avoid needing augmented power/heat capacity entirely, but some fun toys use a lot.
Load banks are useless as far as I know - they consume power and make heat. That's all.
Surge capacitors are batteries that don't hold much but can charge or discharge *extremely* quickly. Particularly useful for power-hungry weapons that need a lot of power but only for a moment.
Key transmitters: They are only one way into a vault. You could also shoot the door open, though this damages the contents or use an IFF transmitter, it also has a credential, though often a lower one or use hydraulic jaws as a manipulator to pry the door open without harming the contents or ignore them.
Arrow indicators: They can do a lot of things, and they don't tell you which. Sometimes they're pointing you to the nearest of every derelict that has a specific type of module in it. Sometimes they're pointing you to every enemy. Sometimes they're pointing you to the city. There's about fifteen possibilities in there. If you use one, and look for a pattern in what it's doing, you may decide it's useful or not. I may in a future patch make them explicit about what they are doing in the research text, because I don't think anyone has had the patience or time in a run to play them the experimental observational way I thought they'd get played.
The city: It's an endgame of sorts. The game feels incomplete without one I think.
The ship: I'm thinking of adding a "Sort by value" button to the storage room terminal where the EVA suit is. It would fire off a bubble sort of move and swap commands in the storage rack. That'd make that room more useful, spare you some busywork when it comes to deciding what to keep and what to trash, and make sense as something the ship could logically do.