I know your tone isn't meant in a particularly hostile fashion, but it came across as a little strong, just saying
Sorry, was typing it in a rush, maybe it came out alittle strong, dividing my attention three ways is probably a bad idea.
I'm not pointing towards ground level action, more towards showing diversity among the pilots. A Pilot team who can't field repair their mechs, scout enemy positions, communicate with superiors in a beneficial manner, and deal with unexpected circumstances that defy conventional weaponry simply isn't going to survive long. Not to mention that fact that if you're mech is critically damaged, you need to be able to survive outside of it. Naturally, one pilot can't do all these things, so you have a group of individuals with varied skillsets working in concert to achieve greater objectives.
Well, the case could be made that the NEG is usually pretty good about equipping mecha/engel units, i doubt were going to have to push knives under the quartermasters nails to get enough ammo, or blankets. Other than that, You do have a point from a generalist perspective, its good to have a well rounded skillset, but generally thats not how it works usually (mind you, I'm not a expert on this game, so maybe you can get away with it here). real life fighter pilots are not flight engineers, and it would be a waste to train them as such, their job is to get in a plane, and kill things, sure they have a great deal of basic technically skill, but theres a whole order of education different there. Likewise, in RPs, its usually best to focus a character on what you want them to be, which in this case is a mecha or engel pilot, if you divvy up your skills to be good at other things, your hurting your characters pilot ability, which could have a disastrous effect on their ability to contribute and indeed, survive. Further, those skills are only marginally useful, NPCs will fix our mechas when we return to home, and if we are
in the middle of nowhere with trashed mechas, then a character with technician skills isnt going to have the parts they need to fix it, so its still useless. I'm not saying we shouldnt have some skill in other areas, but if you have enough skill to fully repair a damaged mech, your probably going to rue that later on more than you benefit from it.
My comments were also partially directed towards your character, who is not a mecha pilot. Tis up to Ben, but I'm worried that you might be bored while we are off doing the pilot thing.
The story that's been mentioned is of a para-psy with very specific foresight abilities (by canon very uncommon and highly valuable on a strategic rather than tactical level). It's not too much of a stretch to believe that a capable telekinetic with no other strategic level combat abilities would be barred from active duty. In the case of an Invasive para-psy, you make a good point. that's likely going to be snatched up by the OSI or other investigative groups. A strictly destructive para-psy, on the other hands, isn't particular useful if they're not channeling all that bad majo in order to ruin somebodies day.
A strictly destructive one would still have been snatched up by those organizations as a troubleshooter, or if not them, then the regular military. infantry that can blow things up with their mind? Yes please.
Whileyou may technically be able to do it, pretty much everyone from the CT devs, to Ben, to myself, considers magical mecha pilots to be a loophole in the rules, rather than something you should think of as a valid option. RAW vs RAI if you will.
The concept I had, if anyone is interested, would have been a White with either student level empathy or psychometry, and nothing else, ever (she refuses to develop her powers). And those only for the social awkwardness, rather than the advantage. (no mechanical benefits to any sort of roll).
Holy crap lots of posts! well, disregard anything thats been outdated.