Genetic superpower stuff isn't that wiki-intensive. For me, at least.
I don't know if it's the same on other servers, but on /tg/station (where I play), all you gotta remember for powers is;
Howe2hexadecimal (0~F)
The odd-number blocks under 10 are bad
The even-numbers and 10 through 13 are either potential powers or horrible defects
14 is monkey
About ~800 triggers a block's disabilities, which are 100% of the time (so you just pulse it until it's above that, then check; if something bad, then it's a bad block)
Powers activate at DAF (two of them activate at ADB or something, but I never bother with that one, and just shoot for DAF)
Once you get a potential power, save to buffer, then clean it - eliminating all bad blocks and untested/unfound powers
Check guy's eyes for blindness (lightsource to eyes), if they react then it's safe to inject-check.
Besides that, just check the door for dead guys every now and then. It probably pays to secure the deadies in the experiment room, since people like to loot their shit. Oh, and it probably pays to keep a couple clean injectors printed in the cloning room, too.
I think 3 and 11 start with a B in sub-block 2. That makes them easier to find, so I always start with those. I think other blocks changing have a higher chance at above 30% radiation? Let the guy inside take a break from time to time.
Still, though, I'm kinda mediocre at it. A -lot- of it is luck, especially the syringe-manifest chance... but still, it usually takes me a good amount of time to find my powers.