All right. FORUM TIME!!! Let's start with least problematic builds listed by zxc.
Gunslingers: In general, gunslingers feel strong once the kills start flowing and the volley redirection makes it even more satisfying. Volley redirection is probably the most fun change made to combat.
*Target analyzers are great, but I think core analyzers can use a flat buff to offset their relative rarity. Target analyzers are readily available from programmers.
*Gunslingers are heavily proc based, which is why target analyzers + pen weapons are such a great combinations. They kill via procs rather than raw damage. This does mean thermal weapons are not that great. One thing that could be done is to add utils/processors which increase the amount of heat transferred by thermal weapons which gives reasons to stack them. Basically think of weapons as carriers for procs rather than damage dealers.
Cannoneers: Don't have a lot of opinions here. GJ seems to do well with them. I think, the only source of powerful cannons are the R branches. It would be nice to have an alternate source. The zionite resupply hacks, for instance, could be a potential source. Maybe they could deliver prototype cannons developed by the imprinter (much later into the game, like in R or A). Clearly, they have to be slightly weaker to offset the fact that you don't have to risk wading into the research branches. Another option would be to make them just as strong but they would only be available much later, like in access or something.
Melee builds: How about some kind of reflect/deflect utility that lets you deflect incoming fire when a slashing melee weapon in equipped. (I am sure someone suggested this in discord, can't remember who did).
Ninja Build: I absolutely love zxc's suggestion for letting ECM work on exterms. That would be great.
All right. Onward to hackers....
Ally build: I am in favor of removing assimilation as I cannot think of any way to balance it. In fact, I think hacking shouldn't be a direct way to generate allies at all. The current consensus among spoiler chat is to use the datajacks as a "oh shit, I fucked up, let me datajack to get out of jail for free", but that playstyle is not conducive to maintaing/recycling allies. The regular complex bots are pretty trash tier. They only played a large role in combat hacking, because they were an infinite resource. I would not want to build a true ally build around them. As far as using datajacks as a "get out of jail" free tool, I think that's too much slot investment (and a bit too grindy) for something that is a corrective action rather than a preventive measure.
The ideas I like the most are easier fabrication of allies and drone bays that reconstruct drones. There should be a core set of mechanics that allow us to generate/maintain allies. Assimilation was that method, but without a hard cap, snowball problems occur. I think easier ally fabrication and drone bays can address this problem. I would definitely like the fab time for allies to go down as they are not as durable as items. YOu cannot protect them in any way.
Another thing would be to add zionite allies that specialize in assimilation. So, you can snowball by proxy if you protect the assimilators well, if not, well tough. We also need strong/unique allies that can stand up to late game prototypes (how about some kind of zionite heros?? They don't need to SW, but they can be cool/good). I think it also fits in theme with the Imprinter being all about robot gene pool manipulation. This could be one realization of the permenant buff idea that zxc and I were discussing in discord. Unique heros. The original combat hackers compensated for quality by quantity, but if that is not an option, we need better allies.
Commando build: Hacking should be completely reworked so that commando build is THE hacking build. The goal should, be as zxc said, cause large scale chaos via use of trojans and datajacks. Gameplay wise, this would be the warlocky debuff build.
One option would be to restrict assimilation (instead of completely remove it as suggested above) to unarmed robots and add more utility to assimilating watchers and operators. Operators are in a good place, but watchers could be more useful. Make them send false distress signals. Get them to block transmission and unblock watcher jam signals. There was also discussion of virus implants in discord. Add trojans that can reprogram a fab to build a allied "drone" every 50 turns which can explore the map (it doesn't have to share vision). I guess that could achieved with regenerating drone bays. The idea would be to create constant background "noise" in the floor so that the enemies are always occupied with one thing or another. Introduce trojans that creates weakness in the garrison network that allows assembled to invade. The balance would be an alert level increase based on the number of trojans installed and the number of allied operators/watchers you control.
zxc suggested plenty of robot hacks, so here are some other trojan suggestions:
trojan(format) in garrisons: Basically, something like a 20% chance that any squad that spawns is discorded.
trojan(block) in terminals: The next assault, exterm, reinforcement or investigation cannot spawn from an exit
trojan(network) in terminals: Distribute all active trojans across appropriate machines in a random fashion. (You could do reprogram, redirect, format in a single garrison and then trojan(network) to create a floor wide effect).
Clearly, these are powerful effects and the hack chance should be quite high for it succeed. The complex can have appropriate defenses, where trojans are cleaned out in a periodic fashion and need to be reinstalled (oh trojan(mask), protects a random trojan from being discovered).
So...those are my thoughts. THere you go, the forum is saved
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