Making a skill tree of this magnitude is time consuming and I won't pretend that I can create one in 30 minutes (but maybe I can given a few days) so I'm just going off the main sample we have on the website and introduce negative effects for going for certain skills.
Here you can get some basic range and duration quirks and the first node isn't a total loss cause it's dual. Going past 10% range and duration is possible so you can have 15%, but it comes with a consequence.
Also, increasing your sustain and your DPS via heat and cooldown quirks will come with defensive penalties so it will truly be a choice to go max offense and be a softer target or hold back on the firepower and be tankier.
Are the numbers here perfect? Hell no, but it's a quick sample of what I think can be done to make the skill tree more interesting and improve the illusion of choice. This is one way to make choice without increasing the cost of the defensive skill tree.
You can add general penalties the deeper you go in the general skill tree such as the mech moves slower the more structure it has or hotter the more armor it has near the bottom just like what was done here.
Anyway, go diss it or post better suggestions or go REEEEEEEEEEEEE. Just tossing in another 2 cents to help with the feedback.



















