Revision: Spitter Streamlined Genome [4]
There is a lot of unnecessary data in the archaic Spitter genome. Cutting this out and refining down the gestation process to require less steps and intervention on the Queen's part means that although the design isn't any cheaper to produce in terms of metabolic output, it requires far less time and attention to birth.
Spitters are no longer a National Effort design. It is a free action for you to decide whether to keep the existing Spitters as they are on the one front or to redistribute them amongst fronts, so long as you make that decision this turn.
Revision: Pulsatile Organs [Bugs: 2]
Adding small pulsatile organs to the base of the Revancher's limbs has had a measureable effect upon blood flow. While there are other problems resulting from the grandiose structure, chiefly the fact that even with a hypercarnivorous digestive system the Revancher still has trouble getting all the nutrients it needs, this change has significantly reduced the inherent problems in the design. Another revision of this magnitude, aimed at improving the efficiency of another system, would be sufficient to sort out the rest of the inefficiencies and problems within the Revancher design.
Revision: Gluten Resolution [Bugs: 2 +1 (Well understood genetics.)]
By introducing selected gluten-digesting microbes into our Emitics' digestive systems at birth, new generations are able to break down gluten into components all our drones can metabolise. There are still a few trace byproducts that cause trouble, but the effort required to stamp those out is probably not worth the benefits that would result. By and large, we can consider our troubles with gluten metabolism resolved.
Revision: Delayed Spike Growth [Effectiveness: 2 + 1 (Previous attempts)]
By softening the early worker barbs and having them harden over time, this allows the most problematically-placed barbs to break off during youth so that only the more desirable barbs harden into place. We would need to make workers hungrier or divert metabolic resources from elsewhere to improve these further, but workers should experience a small but noticeable edge in melee combat and should be more capable at forming the 'worker siege ladders' they have attempted in the past by locking barbs and hooking into structures.
It is now the Strategy Phase. You have 1 die remaining.