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Further any kill with the energy siphon always grants at least one energy now, improving her already wonderful energy economy.
Oh yeah, and she can now have 4 active powers. So far I've found Wildfire+Boomerang Blade+Flameshield+Blastjump all-around the most useful for traversing levels, though occaisionally Force Nova gets bumped into the rotation in certain levels.
Vera and Quint Laser usually get swapped in somewhere for bossfights, depending on the boss.
seeker: fires 4 for the cost of 1
protorifle: fires 4 bullets at once per use
Faster kills means you need to lean more on your charged (first) hits to gain NRG. Managing her NRG economy is a topic I've already started working on and plan to add in a future update.
Another thing I considered about the character, and I'm not sure it's mentioned, is that the higher your attack bonus, the lower your capabilities of recovering energy, as you'll kill the targets with less attacks.
You definitely covered everything very well, I just kind of liked Seeking Striker, though I'm still learning the other abilities as well, and I have to say I was actually a little sad when I got Vera because being able to "fly" meant I didn't need Blastjump.
Seeking Striker does have the advantage you speak of and I actually state such above. It can be a nice spam weapon against spammy bosses for sure. The reason I don't rate it higher is because, at best, its almost on par with other DPS weapons that are only slightly harder to use. On average, its a clunky weapon with questionable "homing" capabilities. Its a shame that the homing utility isn't more useful, but right now its just hard to get the weapon to do what you want it to in a lot of circumstances.
Not sure if this piece of information is worth much, but of all the powers, I only find Boomerang Blade, Vera and Shadespur (yes, Shadespur) useful as main weapon replacement in stages. All three have decent range and speed, and Vera can portion NRG consumption, whereas BB and SS can pierce. Splinterfrost for example is annoyingly slow because you mostly hit only one enemy with it and then have to wait for the cooldown, so you'll have to resort to the whip way more often than with the aforementioned three.
And some minor correction, here is what CK wrote about Protorifle's boss damage in the SF forum:
"Increased Protorifle's boss damage by 20% (to 60% of base, instead of 50%)."