1. Terminal hacking equipment should give bonuses when connected to terminal even when not equipped, just in inventory (up to number of utility slots). After all, it is possible to unequip item, equip hackware, connect and then back in reverse. As far as I understand there is no point in carrying them equipped at all times, they are used only for terminal hacking.
I considered this, but it's not that simple for a couple reasons. One is there is a decent matter cost for swapping even a single part back and forth (10*2), much less multiple hacking parts. The other is something many of you haven't yet discovered or have use of, but attached hacking components actually help you outside machine hacking as well. They're used for both robot hacking (which may occur in the middle of combat) and even sometimes for passive hacking calculations when programmers are around and you have allies.
2. It should be possible to insert equipped item into repair machine (or recycler or scanalyzer -- with paying matter/energy price if that's so important). I find myself going to repair station to repair my currently equipped power only to realize that it is still equipped, so I need to disconnect, reshuffle inventory connect again.
Agreed. I think the reason I didn't do it that way before was because you often have multiples of the same part attached and/or inventory, and limiting repairs to inventory parts would make it more apparent which items are being referred to. That said, I could also add an "(attached)" tag to those items which are currently attached, which would make this more clear.
3. Part selection menu (when interacting with machine) should present them in same order and use same keyboard shortcuts as inventory. I looked at my inventory, decided to scan item 2, command scan and I have to read a new menu where items are in different order and have different shortcuts.
That's an interesting idea, and might help avoid some confusion as to which item is which. Of course you also might have a larger inventory than can be displayed with 1~0 (multi-page), in which case how are those assigned? There's no consistent way to handle it.
4. Is is part of a story that fabricators need matter in a container? Can they just subtract necessary amount from Cogmind's matter store?
Not an essential part of the story, no, but I think it makes the whole system a little more thematically immersive and puts an extra step in the fabrication process so that it's not too OP. I already made matter storage units collect automatically even when in your inventory, so that does away with much of the tedium. All you really need to do is take one from a worker (or find one, but that's somewhat less reliable).
5. Save history of manual commands not just across terminals, but also across different games. Hopefully it does not count as "meta affecting gameplay". I use Access(Main) a lot and I also die a lot, so have to retype it over and over.
That's a good idea, and no I wouldn't count that as "meta affecting gameplay" that I referred to earlier. We'll do that.
Thanks!