The clones I suggested for this turn are specifically not abominations. At least, any extra abomination-ness pales in comparison to them being slave clones grown in less than a day yet with somewhat adult minds.
And not being practical to "produce, use, or sell" is pure nonsense. We already know the 4 armed one is just as easy to produce as any normal clone, and succeed on the first try. The entire point of one of my suggested models is being much MORE practical to produce. We have already sold the 4 armed one and that worked perfectly fine to. And being more useful, either through specialization or effort spent making general improvements, is the central point of the entire genetic modification mechanic.
Even models that ARE abominations, they are no reason to think they'll fail or wont be very efficient or practical, the GM just feels uncomfortable drawing them if I understood correctly.
Our specialization is specifically genetic modification. It's the advantage we have over other colonies. It's what the game is ABOUT.
It is heavily implied the software module that we already got gives have all the software tools talked about, given that we managed to make the 4 armed clone pretty quickly and got it right on the first try.
Pigmentation and photosynthesis and things like that is why I asked if we could get a library of genomes from earth.
As for laser-proofness, living cells don't make good enough mirrors for that to be a good way, but ablative armour might work. Some kind of volatile mucus secreted that boil of before it can get warm enough to do harm. Easy to track as a game mechanic to.