Jumping on the 'Bash the Tech Class' bandwagon to say:
Why be a Techie at all? To play handyman? To fix a few sex toy here and there? I mean seriously. Just the core canon of the game so far seems to make the so-called Tech Specialist a joke class. My level 8 Merc with 40 str had a 'carry threshold' of not quite 4 tons. My level 8 smuggler can dodge bullets and lasers and sweet talk even the most cold hearted shop keeper out of a discount. But my level 8 Techie can't hack hardly anything. There is one skipable fight that you hack past and one you can alter, but not make any easier. Can't hack drones or droids or security-bots. Can't hack those doors open in Anno Quest. But a smuggler can pick the lock- on a starship. In the Canadia Station 'Tamahime Incest-Quest' all three classes can hack Kally's doors open... But if your a specialist you don't even get to do that. You 'remember the base code' 'from a repair job you did once'.
So that's how it goes for the Tech Specialist class.
Steele Jr. Merc: combat veteran who has seen exotic worlds.
Steele Jr. Smuggler: criminal type with knowledge of and connections to the galaxy's festering underbelly
Steele Jr. Tech Specialist: Handyman
No connections to anybody in your field, only a few skills that actually feel like they apply to just your class type and none that give you have an advantage against machine/ A.I. type enemies.
Level 1-Paralytic Shock: a taser, something anybody and everybody can get a hold of. Should be at least as good if not better than mercs Headbutt. It's not. Doesn't do damage, or even last longer with max intelligence. 25 energy is too high a price for current output. Also, should have a 100% hit rate against machines.
Level 2 -Attack Drone vs. Shield Booster: This one is at least class specific. Shield Booster wins hands down, especially since the 'accessory' drones 'replace' the attack drone and are way better anyway. 10 points of shield a level (8 from boost plus 2 from tweaks) is much better than nothing. I think the best way to fix this is to imply in character creation is that Tech Specialist start with a basic attack drone (which would explain how you P.Shock people), which can be replaced with better 'accessory' models.. The level up choice Attack Drone should be replaced with an alternate shield buff for better balance.
Something for Example: Deflector Upgrade. boosts shields 4 points per level and returns 50% damage to melee attackers
Level 3-Overcharge vs Volley: These seem good in theory, but fall way short in application. Overcharge makes P.Shock redundant. Volley should have as many shots as the Mercs rapid fire. Both of these would be good if tweaked for better synergy (like others have stated Tech sucks for synergy, I feel like it should be the synergy class.) I think Overcharge would be better with something like a chance for burn DoT or a chance to disarm. Volley is okay with the blinding effect, but feel it actually makes Volley too much the only choice. "Do I want an attack that might stun, which I can all ready do, or one that blinds? Volley it is." My opinion is instead of blinding which wears off too quick to stack with P.Shock really well, I think Volley should be tweaked to have a chance to lower enemy defense or increases your own crit chance, even if you miss. "Attempting to dodge your wild blasts leaves your foe off balance. Better take advantage quick!" Both of these tweaks work better with P.Shock than the current skills.
Level 4- Power Surge vs. Deflector Regeneration: Gonna admit, shield regen is nice, but the first time I got this, after having played a merc and smuggler in that order, I was very disappointed. The one class that uses more energy than either the other two, between high cost skills and Static Burst, tiny though it's cost is, has no way to re-energize. The one class that makes the most sense to have the ability to restore energy as an action, can't. Mercs can magically heal laser burns or bullet wounds just by breathing, but my tech can't use either of these abilities to quick-charge their reserves? Especially since Tech Specialist seem to rely on an actual energy source to power their tech based bonus stuff.
Level 5- Gravidic Disruptor vs. Thermal Disruptor : I have no problem with this level. Both these are perfect for the Tech Specialist feel.
Level 6 Gun Tweaks Vs. Weapon Tweaks: I'm not sure what to say about this. Why is Weapon Tweaks even an option? Nothing about this class, with the exception of the also passive Fight Smarter perk, is melee geared. This just feels like someone at Fenco. said "Well Mercs get this buff choice with normal physical weapons so Techs gotta get it with energy weapons cause thats their thing!"
Level 7- Weapon Hack vs Shield Hack: Finally we get to the good stuff! what makes the class earn the title of Specialist. No, wait. I was wrong. Doesn't it just suck how useless either hack skill is. Shield Hack only does shield damage for 25 energy. That's a big waste when either grenade skill will do around the same amount of damage for the cost, and with the bonus of splash damage against multiple enemies. Weapon Hack sounds better in theory, but as someone else has already pointed out, it's just a super bad version of the smuggler's Disarm Shot. I get not being able to 'hack' a kinetic gun, and that more humanoid enemies so far have used them than energy weapons. But my techie should be able to use 'Weapon Hack' against machine enemies to lock em down. That seems like it would be the entire point of the Tech Specialist is to have an advantage against the machines. Shield Hack does only superficial damage. This skill would be much better if it could do a large amount of physical shock damage when it managed to drop a shield. The game already talks about 'a concussive boom and tingling aftershock' when an attack breaks through a shield and hits the target on the other side. Call it a overloaded feedback loop, let it do real damage as it kills a shield.
The 'Heroic' Level 8- Second Attack vs. Second Shot: For Techs this level sucks, which makes sense since it's not a class specific level at all. You get Heroic Reserves to up your energy pool, but still no skill to recharge it, and a choice between a second melee attack or a second ranged attack. This level is so much better for Merc and Smuggler who both get to take full advantage of the larger energy pool and the all the perks they get that work well with either extra attack. For the Techie though, this level does very little. With all the high skill cost and no way to restore energy besides items, Heroic Reserves is one extra skill use. That's it. With no melee bonuses, Second Attack is pointless. Second Shot is slightly better if you take Volley and Gun tweaks, but it's still subpar compared to how useful the same 'extra' is for the other two classes.
All in all this turned into a much much larger wall of text than I meant it to. It also made me kinda sad, because up until now even though Tech Specialist is broken it was kinda a personal favorite flavor. Now that I've stopped to think about how cheated it is though, I'm not sure I still like it as much...