Adding to this, the situation is worse if you play a character without good speech skills because in that case not only is your path through the Habitat content short, it's also very linear/railroad-y, with most of the complexity being invisible: you can't persuade the rogue preacher to leave, so you never learn Abraham's plan; you can't convince Storm to relax and hear you out, so you never learn about the possibility to turn her into a secret agent or reinforce her loyalty; you can't make Whatley disclose his supplier's identity, so you never meet Menzel; and you can't convince Sheffield to give up Crowe's identity, so you never learn about the roles she can play. With a talky character, your path is relatively short but it's clear that there's a lot going on and you're making a string of decisions that will presumably have interesting consequences down the line; with a dumb bruiser, you're mostly just running in a straight line failing dialogue checks. I think at the very least a character who fails to convince Sheffield should be offered the assault on F14 quest if they didn't get it by killing the spy (or helping him escape and lying about it). There's also kind of a booby trap for non-talky characters - if you tell Silas what the spy had to say but cannot convince Sheffield, the peacemaking questline slams into a dead end and you also lose the opportunity to do the F14 assault.