Yeah, Arseface has a lot of good ideas in this thread, and the final solution will be a combination of all these, once I list them all out, look at the bigger picture and see how they integrate in to the game flow as a whole.
I knew there would be things that needed adjusting in the hacking mechanics, since they didn't go through nearly as much testing as the rest of the game did. Everything
except the hacking already went through rigorous testing during the 7DRL phase, and was then rebalanced from scratch for this version, so it came out pretty nicely. Hacking got no such treatment so it's definitely rough around the edges.
It will start looking really nice over the next few versions.
But that's exciting only the first time around, the second you just want to shoot yourself. It was still difficult for me to stop doing it, because of the gamer complex, or the NEED for power. It's like Arseface says, once you know you can do it, not do it it's really just a way to handicap yourself, specially in a game this hard.
About this, while you can of course feel free to continue playing around with the systems, you know where it's heading so don't feel obligated to do so
I should say that once you get good you don't need schematics anyway, or at least they don't provide you with a
necessary advantage. In my own "pure play, not testing" runs I never used schematics and could easily get just as far. It's just a matter of experience. So practice those other skills! Cogmind is just brutal for beginners, as with most decent roguelikes.