That would be me. I’m a bit territorial about mutations, true.
Breath attacks, yeah, likely a non-starter for mainline. If the word “fantasy” could apply to your addition, it’s mod territory. Cf. Rivet’s class mod.
I don’t think we support Lua setting hooks in the C++, but I could well be wrong there. I’m not familiar with Lua and have no time ATM to fix that.
Feel free to post in the Mutation category expansion thread if you’ve any questions about a proposed mutation, category, etc: that’s where I generally handle requests. Currently Horse and Turtle are under consideration for going in once 0.B lands, FWIW.
Mutations don’t even work that way, technically: if you want to really go Post-human, you’d probably need to inject some at some point to breach the threshold.
Point balance: “points” are a best-fit for how much chargen points the trait/mutation* would be worth. Since most mutations aren’t available at chargen, the field is basically a question of whether the trait/mutation should be considered positive or negative for game/display purposes.
*The only difference is that a “trait” can be taken at chargen, and if it is, it’s considered baseline human for that character (whether it would be or not, in the event of lab-experiment characters). If you mutate away from a chargen-chosen trait, Purifier will attempt to set you back to it, rather than to (no trait), and traits taken at chargen don’t score for any mutation categories. For code purposes, all traits are mutations, but not all mutations are traits.
Vis and Ugly are interrelated, but not fully implemented. Ugly is how significantly it worsens/improves your looks (negative Ugly means you’re more attractive) but Vis is how visible the mutation is (and therefore should modify the amount of Ugly that comes through, but that might not yet be implemented). A Stubby Tail that can be hidden under a trenchcoat is much less noticeable than a Shell on your torso, for example.