skulljack
Has special formula for psi-attack, different from amps.
psi-amp
Yes, PSI-Atk decreases with distance - you can see the value decreasing like how accuracy does.
Maybe needs holding ALT.
Multiphased PSI-amp is often a go-to, as it's usually stronger (same formula, bigger coefficient).
Hybrid's innate PSI is inverse - weaker coefficient, so hybrids need a psi-amp too.
my best hybrid has like 80+ strength while I have a couple of humans nearly or even over 100
Your hybrids would've been stronger. The hybrids can have more PSK than humans (especially after trainings), like up to 80 was it?
Psi-attack is given by ~ PSK * PST, so 80 * 80 > 100 * 50 hybrids make better psionics.
In fact, "mature" hybrids can mind-control anything controllable, including ethereals and alien sectopods (mib sectopods are mechanical/uncontrollable).
Even weak (by "weak", I mean 100/50) psionics can reliably control psi-vulnerable enemies like mib grunts, hybrid girlies and mutons, thus yielding huge benefits on battlefield. Strong psionics trivialize many aspects of the game. E.g. scouting (via enemy psi-vision), drawing fire, doing/finishing assaults, capture of aliens - leading sectoids out from the UFO, etc. You can look up enemy stats (mainly PST) using mind probe or use wiki, to determine if it's worth it.
So, yeah, using PSI requires know-how and basically metagaming (or exhaustive in-game tinkering). If you're just doing casual playthrough, it probably isn't worth it, but it's OP when mastered.
P.S. You should never judge something "on paper" in X-Com, only test and see if it actually works for you. Unless you exhaustively know how each mechanic works.
P.S.2 I wrote a "raw" guide to PSI, but dropped it at some point...