Those all-day tools are fine to have and I like the placement.
Spikeballs cost 6K apiece and pretty much include you in the blast radius. Stick grenades are cheap AF. Boom fruits would be ideal but those are limited. Also I NEED that extra range like tossing it over a hill, that the spikeball does not provide (as well, the arcing trajectory)
I should also say Knockout Grenades are pure awesome for pogroms, especially humanist or bandit pogroms where you have alot of targets without air filtration. Hitting civilians with stun protects them from being shot at by the enemy, and gets them out of the way. I had to deal with some humanist instructors armed with nasty stuff in tight spaces recently, just KOgrenaded them and both they and the mutants went down, clearing the hex pretty much.
That many grenades means reliable kill and demolitions capability, so that one person doesn't end up "out" of them. Also I don't think grenades work well against zombies, its not enough damage to justify it, and it'll barely do a rifleshot worth of health to a zombie trooper. Machineguns are okay including custom shootas.
Medical? One hand carries Grog on her back, a flying gal carries a field surgery kit. No other meds really, if its some obnoxiously energy demanding mission (like escape tower)/somebody might be issued moonshine. I go pretty light on meds since I tend to reload if hands get seriously injured (much less killed)... Two gals have healing stuff, an injured gal can usually meet up with them fast enough.
(Mansion invasions I usually bring Rum for at least half the hands though)
Advanced stuff like mushroom beer, magic cakes, that's all reserved for base defense or a high profile mission like Siberia. Since those things are so limited/trickle in.
Anyone know which ships carry Industrial Scanners?