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It isn't that tough if you're a melee character - trevor's only a few steps away - but conjurers draw the short end of the stick. The first Talismonger doesn't even sell any conjurer abilities that deal damage.
Basically, you should be allowed to either choose your starting weapon manually, or else have one assigned based on your starting skills.
As for the location of the pit fights, basically just make your way all the way up to the northwest corner of the 'nest, there's something that looks like a docking ramp going underground, the entrance is there.
The safehouse is in the southwest region of the Puyallup Barrens, it's a warehouse with a broken down/stripped car and an anarchy symbol on the front of it. If you know where the Wild Yak is, it's pretty much due south from there.
What about basic throwing knives?
I forgot about the Rat's Nest. I went in there once early in and never went back. There's a vendor in there too! I hate the effing fog of war so much!
Just because HBS programmers show spells as a spellbook with physical pages that can be manipulated for interface reasons doesn't mean that casters run around with books of spells hanging out of their back pockets. There's nothing to remove from a caster, if you rob their Stash all you do is keep them from learning new spells (until they replace their stuff).
A simpler process is just to ban anyone with spell levels and change the in-game message to say a wagemage is detecting them. It makes in-game and out-of-game sense, locks casters out of pit-fighting, and doesn’t violate a fundamental nature of the game universe "just because" the modding editor lets it happen. It keeps pit fighting for the melee characters, and leaves the guards to strip guns and grenades.
Bugs: It emptied all the Physical Adept spells in my Stash after stating any spells I put in my Stash would be safe, and it did not delete Power Bolt (which is a spell despite taking a weapon slot). Also, it didn't comment on, nor delete, my spirit pact (which is magic). It left my med kits in my inventory, not sure if that was a bug or expected. It just seems a little odd to take grenades and leave healing.