Haven't tried the new mod version yet, but ghost armor already was by far the best scout in 0.99B. The weapons are pretty weak (melee on a gal with paper armor whose only protection is only being visible from 5 tiles is asking for trouble in many occasions. Ghost is not for close quarters. And for once I agree with Surrealistik: indeed the ghost beam is pretty much useless. It usually takes at least 2 hits to kill something, but if you walked around a bit, you're likely to not have enough stamina for that. Even if you do, it means that your gal will be pretty much stationary next turn. Safe scouting and sniping with something else is much much more efficient).
If ghost keeps two fixed weapons, making the beam useable would be necessary. When I modded in the vision changes by Meridian (after he made the feature, before Dioxine released the new version), I nerfed long range vision of the ghost armor (to 25) so it wouldn't as broken of a scout. I considered that being ethereal and having light go through you could mess your vision (sort of like a LotR Frodo with the ring on effect). I also unfixed the dagger and enabled the quickdraw, so the gal could interact with her environment. If she can kill something, presumably she can also pick up a rock.. I generally dislike outfits with both hands taken. Limited inventory, sure, one hand taken, sure, but both is too constraining except for animals.
I'm ok with making the game more deadly (my casualties have been very low), but that brings up the cost of armor. Often repairing the broken armor is almost as expensive as making a new one (like ghost armor giving back a single one of many rare components, or all the personal armor types giving one part when it takes 4-5 to make).