Re: Balance Attributes, character creation and progression.
I think the whole "persistence" argument doesn't quite fit as well in this game as it may in some other games.
We are remote controlling software here and our EP pools represent the ability to control more and more programs at once as time goes on. Imo it should be far far easier to change up what software we use (aka reset).
Before you jump down my throat on that last comment I am not saying that a player should be able to reset after each fight or loss to specifically be able to counter what the enemy is throwing at them. But I honestly do not see a problem with being able to reset one's "software package" say every 2 weeks - month.
This would encourage people to experiment with different builds and fittings as they would not have to be worried about being stuck in something that doesn't work or that they just plain don't like for months on end waiting for more EP to build.
Attributes should indeed be done away with I feel, especially as new players really have no idea what they are sticking themselves with when they first start off.
Maybe keep the attribute associations that each extension current has and add new attribute extensions that can be skilled up in to specifically lower the EP costs of training those extensions associated with that attribute. Maybe even these "specialization extensions" would only effect the higher level extensions associated with an attribute. In this way a player can skill up on all the basic extensions to start with, then having a much better grasp on the game be able to upgrade the "specialization extensions" for the more specialized path they wish to follow.
Edit: Let me also add I would love to see twice as many extensions and options as we currently have and eagerly await the far off yet custom robots idea the devs would like to someday add. Imo the more and varied options players have to create their own unique builds and roles and the diverse challenges and opportunities that creates the better.