Well it sounds a bit complicated, and tbh, should the early game really be difficult credit wise? It's bad enough that new players tend to get stuck, as there is no replenishable source of credits. Maybe in a roguelike that's fine, but this is a story driven game. Casual resetting shouldn't be the norm.
Besides, veterans of the game never had problems with psi boosters. Just use a gun with 0 guns skill for rathounds (well, after rathounds became less hardcore anyways
). Got past the rathounds? Do kolmeir run at level 4 for infinite petty cash.
However, I think perhaps a nice simpler solution would be to have psi max and regen based on will and only will (not level): the lower maximum in the beginning may lead to needing psi boosters frequently in tough battles for a quick boost.
Example: psi max = 35 + Will*5; regen = Will*1.5
3 Will: 50 Psi, 4 regen
10 Will: 85 Psi, 15 regen
15 Will: 110 Psi, 22 regen
This also makes will no longer a complete dump stat for hybrids, and it also balances out the now harder end game that psionics have (disregarding enrage anyways heh...)
Alternatively (liking this), also base it on will and level like in the old days, but to a massively lower degree than earlier. Regen would be will only I think, as it would make will important for longer fights while keeping the CC burst difficult for anyone.
Example: psi max = 40 + Will*5 + Level/2; regen = (Will - 2)*2
3 Will:
-Level 1: max = 55; regen = 2
-Level 10: max = 60; regen = 2
-Level 25: max = 67; regen = 2
10 Will:
-Level 1: max = 90; regen = 16
-Level 10: max = 95; regen = 16
-Level 25: max = 102; regen = 16
15 Will:
-Level 10 (theoretical): max = 120; regen = 26
-Level 25: max = 137; regen = 26