1. So, there are missions which are unavailable for gals (too big or too mutant-looking, if we talk without spoilers). You can get a ton of gals from other sources besides shop on all paths (getting random young ubers&castaway gals), and non-gal paths would offer them in a shop with a slight price increase later anyway. So, as an experienced with the mod person I'd rather take peasant revolution path just so in missions where gals are unavailable I would have an edge due to the transformation.
2. Cats - besides atrocious health and strength they have better stat caps in all other ways, which allows them to utilize stat-scaling weapons much better than ubers. And they have better night vision. And they have free spot. I had a run where no ubers left in the final team, and it was a blast.
3. Goblins - again, there are missions which are available only for them with potentially godly rewards, so having a trained team is more or less a must. Also, due to how interception works (scaling with bravery, reaction, firing) they are the best pilots (catgirls, actually, better than them now, but goblins are MUCH cheaper). Oh, and they have a bunch of battlefield machinery only they can use.
4. It's fine to have one plantation base all game long - it would allow you to get materials for useful or profitable things for other bases. If you plant on the first day, you might be able to gather resources before the end of the month and get both materials and income as a result. Manufacturing bases are more profitable.
5. I really like Spiked maces. They have great scaling with strength, damage armor, penetrate armor, they crack tanks and people in power armor. Shotguns with rubber slugs - shitty damage, great for training - animal pelts cost more when animals are alive. Hostages worth more alive. And you can pour out so many reaction shots... Fists, surprisingly - well hidden, you need to click on an empty slot to use, and do surprisingly well on ubers to the point where they can sometimes break walls.