Is there a way to heal ONESELF with the starting medical equipment?
Perhaps it is a later equipment?
Yes, healing sprays. The first version comes relatively early, from an obvious branch of the tech tree.
I'm not entirely sure why it's only those that can be self-applied, and use personal settings where a lot of other kits work on the user, but take a lot more TU as well.
Looking at the beginner's lightning stun rod, it appears 1 handed, because stats for nerds never mentions it being 2 handed. Is there really zero negatives at all to hold it and a pistol at the same time? Is there likewise zero issue holding a regular pistol and a tazer at the same time lol
If you mean the stun club, yes, that's one-handed. Generally, pistols have no penalty, but you can always check by saving, dropping the other gun and observing any accuracy changes.
The only real 'penalty' I know of is which gun gets used for reaction fire. You can right-click on them in the Battlescape to prioritise one over the other.
If I forgot to research in the first month should I restart
Probably? It's not a game ender, but you do want good progress and losing one month of gameplay is much less of a problem than three months, or a year, or...
What button can you use to quickly armor people up?
Right-click.
Is it generally best to spread out researchers rather than pile them into one thing unless need to rush something? I heard for each one assigned they become slightly less effecient.
Each one assigned is not less efficient
per se, but research gets done in dayly 'batches' and any overflow is lost. So in practice, putting a lot of eggheads on one topic is likely to waste science-days. Then again, if you always research everything with just one guy, you'll never get anywhere at an acceptable pace. So you need to strike a balance.
Quick fluffy topics like the one million conventional guns and blades, low-tier cultists, etc can be left to one scientist. New transport craft, big guns, heavy armour, fighter jets, not so much.
Is there much point researching really terrible outdate equipment /melee weapons like a baseball bat
A little bit of score, convenient access to its stats in-game, including during battle, completionism. And you never know that this weapon isn't actually useful due to some weird quirk. Old melee weapons are surprisingly OP, to the point a buff agent with a big axe can just hack through supposedly near-indestructible UFO walls.
Is there a limit on how much you can bring on public transport? I am paranoid that I am missing things that I assign
In theory, there can be limits on how much crap you can assign onto a craft, but I don't remember if that was a thing in XCF at some point. Doesn't seem to be ATM. Edit: Yeah, very recent change to remove them again, see below. /edit
Looted stuff is magically transported to your base by friendly Council Salvagers.