Ah, ranged ponies. Just wait until you get your hooves on anti-machine rifles.
Skill rates can't be changed with syndromes, so just castes for CM's for now.
I'll add cloaks and socks in the next version.
Unbutcherable corpses still yield bones if there are mangled pieces that rot completely.
Tough chitin is slightly stronger than tough leather.
Lenses and hologems will stay carved from rough gemstones for now. I'm not sure if trade good gemstones can even be used in reactions.
Gunpowder from caravans is a great idea! I'll add a gunpowder box as a trade good for the next version.
Low quality salvage will stay as is...the caverns will suffice for valuable salvage, especially with it growing in forts. *Lycaeon grumbles*
The current party reaction is a placeholder that I'll need to look over...the performance reactions, however, provide boosts alone, though they need paper to get going.
The debuff that comes after the adrenaline rush is half that of the bonus, so combat performance shouldn't be significantly affected. I will consider extending the boost duration though.
Miniguns need to be reloaded (200 time units out of every 600), and don't have friendly fire. However, minigun bullets are extremely inaccurate (they're only really effective within 5-6 tiles) and weaker than combat rifle bullets. They also use the throwing skill, so I added a heavy weapons training program for the Stable-Tec terminal. I previously considered having the minigun require reloads, but the current interaction system didn't allow it, so for now, the upgrades are permanent.
Boiling rock syndromes only have a 50% successful transfer rate, which is impractical when making battle saddles and robot upgrades that require rare and valuable components. I would set up an enclosed drink stockpile that only takes from the armory or other buildings that make upgrade potions, and lock ponies needing upgrades in them. Just bear in mind that robot upgrade drinks also need the robot next to the stockpile as well, so the ponies can target them after drinking.
No close-combat edge for AMR's. They already can take out feral minotaur reavers with a lucky head or chest shot.
As for the wealth trigger, 300k is the maximum allowed by entity modding. Hmm...I think I will just remove it altogether and leave steel rangers as population triggered. Alicorns are already population-triggered only.
As always, kudos for the feedback Maklak!
Edit: Crazy Cow, I'll add a chain sword in the next version.