I really don't have too much occasion to disagree, except I think that it should be about on par with small autos in other areas.
Right now, we have Auto Fight Difficulty 1 for Episode 1 fights, 1 Boss, 2, 2 Boss, 3, 3 Boss. Then we break down our friendly neighborhood "protectors" into categories that make sense.
1: All autos in NML, Bootleg Pass, and the Junkyard Patrollers.
1 Boss: Goat, Crusher, and the Baron. (Possibly also the "Boss Man")
2: All autos on the Flying L, the Business District, and the Isle.
2 Boss: The Mega Drills, biggest Goat at the bottom of the Below Decks, and the Billy Goats Gruff.
3: Cogras, Scorpistons, and Crocs, and the Grease Pit automations.
3 Boss: The Yeti, and also the Fognauts and other autos in the Abandoned Labs.
So if I have a 3 auto, it should be slightly less difficult than a Level 2 Boss, because I got thrown into the fight without asking, and it should be easier than a level 3 Boss. I was able to beat the Yeti at level 17 after the update, and I still haven't found a way to win against Cogras. Automation tuning needed yo.
Meanwhile, the Stragglers (2 auto) are harder than a Level 1 Boss (the Baron) by a huge margin.
I agree that both of those weapons would be cool to have. More electric weapons please. I didn't notice that Lukas had a sword on his back though. That's a good eye.
Fair point, I suppose. Perhaps that should be left to the Solidier and Mechanic classes, especially since the Scholar has the Automationdex.
I mean, if I have a horn that causes the automations to hit me instead of my friends, and I have the bigger health bar, yeah, it makes sense for a Tank class character to have that. For me, it's functionally useless and doesn't fit my natural play style, which is to totally lone wolf everything. That doesn't make it wrong, but it does make it so that I like the other classes much better. Still, it could stand to be improved.