The new PSI school is for me the most exciting character offense change in the expansion. (Although machetes and shotguns are pretty damn cool too. Spears? shrug, we'll see.)
The first char I'll play will be quad-psi. Yeah, that does spread you kinda thin: I'm looking at 12 different skills, maybe a 20 point dip into Chemistry for a 13th as well. But sometime around the midgame the choices will get simpler and I can catch up with a smaller core set (unless maybe there's a bunch of new crafting options that are too tempting . . . which would be OK with me).
Others have remarked on this, but I am really excited about TM because I think it will make PSI hybrids (other than punchers) become more attractive. Cooldown acceleration, extra move and AP, yes please. Stasis could come in handy for hybrids too, depending on how it actually works. (And once I've decided to pay the HP tax, I'm going to think real hard about 30 PK for Force Field.)
The next couple characters that I'm musing about will very likely be PSI hybrids with low WIL but investment in TM.
> TM actually is more powerful than any of the other three schools.
This is interesting! I had kind of planned to lag TM on my quad-psi char, but maybe I'll reconsider.
> 75 points in Thought Control, by the way, is more than enough to crush every resolve check
That's surprising, too. Perhaps that's where those TM points will come from.
> Overall I'd still consider levelling all 4 for that synergy bonus, I think they all need to be maxed too for the synergy to work properly..
At least if the build tool is accurate (I believe it is) you only realize a bonus for skill synergies if the skill is NOT maxed. Try it out.