The thing is though, your chance of overshoots/critfails doesn't correlate to your tactical intelligence. The... uh, guy in M14 who flashbanged his team, was someone who would be ranked as a 'risk'- he made some poor decisions even after the MC stopped. Early Faith/Mesk might have qualified too, because they had a habit of either ignoring or outright intentionally killing their patients. Xan's a good example as well, even if he had a decomp, because he makes a lot of rash decisions, and he's violent and selfish.
I'd suggest four ranks, outside general: Risk, for dangerous people; Grunt, for newbies or people who perform just 'okay'; Operative, for people who perform particularly well; and Leader, for people who have the skill of an Operative AND lead well. Then append missions survived number to it, going by skills learned rather than mission count; The anomolous planetoid, for example, would give two.
A grunt-11 still obeys an Operative-2, but can happily order a grunt-6 around. Risks never outrank anyone, even lower ranked risks.
If you want them to sound more badass, shift operator and below down a rank, then add specialist below leader. Grunt/Operative/Specialist/Leader/General. Same thing, but cooler.As for role... simple names are nice, but really inconsistent. What do you call Milno? His 'role' on the wiki is 'Honey Badger', which tells you nothing. I can't really think of anything better, though. Gunner? Flying Brick? Jack of stats? All of those leave something out. Maybe primary weapon/suit/secondary role? Con/MKIII for Milno, Uncon/Syn/Medic for Faith? Maybe a lack of role would be better, honestly.
@Swordsmith in on-ship
Thanks for working on the weapon statistics page
Firstly, might I suggest breaking up your action into seperate numbers, like this?
How well do these murder?
1.Bulletgun
2.Shocky tazey
3.Alien death boner
4.The completely overkill gun
It makes the questions easier to understand, and easier to answer. It also makes it more obvious to you how much work you want him to do- that paragraph you have, if you get useful information, is gonna require four paragraphs of answer.
Secondly, we already know everything can kill a human pretty well. Exactly what they do to specific parts of the body is more nebulous, but also less important. Armor tests are generally more useful, because it's a binary 'you can or can't hurt this'. Also, our current lineup of armor (Longcoat, Milnoplate) is kinda weird because it's like using a type III vest and tank armor as your two standards. I've been meaning to research what's common in the UWM, but, well, other Heph stuff has taken priority. That might be a more valuable action.