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My one major disagreement though is about the Interest. If you take Venture Capitalist you get 35 extra income per level and extra damage as well on 2 of its nodes. That is a much easier playstyle to manage. I do not doubt that your way takes more skill but that is partly the point. For new players if you luck into the Venture Capitalist perk you are sailing through the content.
and yea grid capacity one is nice but I often skip it if I see the bullets for bullets or coinage ones since I'm a penny pincher when playing and often have a lot of spare grid space anyway.
This was mostly a guide to help people through the first few playthroughs and not meant to be a endgame max coroprate ladder build anyway so I threw it together in like 40 minutes since I didn't see a guide up when I checked.
The defense response weapons can be fun to build but not really a necessary upgrade, so fair enough to leave them out. For the harvest guild armaments maybe I should do a few games with/without them to compare. It's only two weapons for the synergy, of course every weapon slot counts and all, but I usually find it doable.
I would specify for the shotgun specialisation that while it's bad if you aren't pumping out a lot of shots, it's a decent option if you are. And also add in the grid capacity upgrade? It's pretty much always good to have more bots after all.
A couple things that could be added to the guide: a note that it's currently much easier to build guns than synthtech (at least early game), and maybe a section on active abilities.