Something that kind of bothered me, and I guess I don’t know the balance involved…
Mutations, especially the mutation scenario, can lend you a massive starting survivability boost. However, a good portion of them, ESPECIALLY the ones that prevent you from wearing non-XL bits of armour, gradually start becoming more of a hinderance than a help. Even some of the normal traits can do this, like near sighted and far sighted, just because it starts hugely impacting your ability to wear things like the ANBC or power armor, with no XL alternatives and not always a way to get rid of or counteract the trait (For stuff like near sighted, at least you can wear contacts)
This might be intentional, I dunno. Maybe having leg tentacles is seen as so powerful that preventing you from ever having immunity to electricity without finding and powering a power-munching bionic implant or having much protection from radiation or chemicals (though there are some lower tier protections that can fit) is balanced. I guess maybe at that point you’d endeavor to try to get rid of the mutations?
ON a side though, speaking of mutations, I once tried to make a gillman survivor that lived out of lakes and a tent. I got munched on by that nuclear cruise missile called a jawed horror though before I could even build a boat and was sad that this game doesn’t yet have much allowances for the aquatic natured individual. Blub.