Someone on the net said that grenades and machine guns will be nerfed.
Does it matter in any way? It can be modded right back and probably will.
Speaking of which, I'm seeing a bunch of promising mods dropped just recently, including my favorite QoL from 1.13 which shows progress bars for stat increases.
Reading the mod descriptions, it appears the system was rather overtuned with all sorts of limits and cooldowns for stat increases,
perhaps that's why agility increases have this "ding!" feel to them - you ramp it up to 99/100 then the cooldown gets lifted and you get a sudden increase.
I've yet to seriously look under the hood. Unfortunately, quite a few useful looking mods seem to require restarting the game which feels like too much of a bother at the moment.
I thought this as well but it turns out having two mercs who hate each other is possible as long as you hire them in the right order (Raven won't complain as long as you hire her second.) I had Raven and Livewire most of the game and they never left.
Also maybe this is just me but why wouldn't you put leadership on your main guy, aka, the leader? I figured there's no high leadership recruits because they assume the player will take it.
Well, I'm more of a - my guy is the guy behind the laptop - kind of person when it comes to JA. The IMP is a character I get to design, not necessarily to identify with.
And from all my time spent on jagged alliances, I figure there are more interesting roles for a customized merc to have, other than training militia and main talker (not that leadership gets used a lot).
So, all in all, I will use the IMP plug whatever holes there are in the starter squad, which seems to be how it was intended. Anyways, the movement bonus is too good to pass, so leadership it is.