Right. I understand all those things, but none of them relate to my question and proposed solution. Are you saying that there's a tacit assumption that psi builds should expect to need more chems and to take specific feats? Dedicated psi builds have fewer skill points to throw around then builds that eschew psi entirely, so it's even harder to afford the points to pump Bio to cook your own, and especially Tranquility builds will need to use them often to cover even the slightest of mistakes. And sometimes not even mistakes.
My first playthrough was a dedicated psi character and he seemed pretty good. Then I tried a stealth sniper and thought, hm, psi builds are actually really powerful. Then just for laughs I made a 10 STR 10 CON hammer maniac and ROFLstomped the game. The dude disarms mines by stepping on them and regenerating their paltry damage. Combats are a primer in Dwarven fighting style. "OK, I'll run up to him and hit him. Then, I'll run over to him, and hit him."
As it is, with 25% health reduction, there's no struggle with health. Pop a syringe and move along. But until I tried something else I didn't realize how much it slowed down the game. Go do trading rounds to pick up more hypos since almost every lurker gets one shot in before it falls. Almost every group fight will have someone who gets a lucky grenade off, or your damage rolls will be bad and they'll get in close enough to get a hit in. And with 50% health reduction, the struggle will be dead/not dead. Not so much dead/hurt/actually quite fine thanks. If higher med use and heavy weighting of Doctor is expected for Psi builds, no problem - it's what I was doing anyway with Psi builds. But a four-school psi build with half health? Sounds like it'll be pretty limited. So I wondered if the idea of making error control available for the glass cannons, as it is for tanks, was interesting. Perhaps it was not.