Okay, so I've been looking over the advantages myself lately. Just some things I noticed that don't seem to be representing the skills fully. I'll go ahead and list what I've noticed so far. Let me know if I'm misunderstanding, or if you see any that I missed.
For starters, is it -really- necessary for two advantages solely aimed at assisting grid hacking, plus a third for hacking/mods? Seems a bit like overkill to me.
Secondly, there's a couple things I noted with combat bonuses:
-There's a plain "bonus to" advantage for SMG's or Heavy Weapons, yet only a "lesser bonus to all" advantage for Pistols or Rifles. Is that just a wording difference?
-Also a bonus with nailz/knives, one with long blades, and one with blunt weapons. Is blunt just another way of saying melee for purposes of the game? Specifically in my mind, where would a hatchet, for example, fall into those three?
Thirdly, I see an advantage for tracking and corpse inspection, as well as one for selling and haggling, but nothing for item inspection.
And finally, I feel like there should be an advantage for drug use as well as manufacture.. You can't tell me that some people don't know how to get higher off of a substance than others. Get more of a benefit, a clean high, with much less of a downside, easier come-downs, less negative effects. I've seen this in practice in my own life and think it would be a great addition to the game. Just not sure how it could work.