IwubCheeze: This is true, you just have to exit out of the character screen and the perks menu will pop up next time you go back into it. Skill points don't all have to be distributed either.
Does that mean you can't distribute the skill points either, unless you pick a perk? That could be a problem then, I would like to use the skill points on probably every level up (as i don't intend to use the Tag!-perk to tag new skills), but I'd just like to postpone the perk selections to later levels. I need to bump up at least Small Weapons, Sneak and Lockpicking early on (my main character already has Small Weapons at 99% after the first mission (one level up), thank god).
If so, maybe I will find good perks also on low levels, e.g. the Bonus Move was somewhat useful before you get the Action Boy perk, and I didn't realize before how useful the Leader perk might be (but then it is useful only for your main character, you shouldn't pick it to any of your companions).
IwubCheeze: It makes more sense in tough guy mode.
(Recruiting veterans.) Fair enough, so I think I found suitable recruits already right after the first mission. They are otherwise exactly the same ones I had in my first playthrough, only one is different because the one I had earlier was not available yet. But the replacement might be even better, she also has CHA 7 meaning I have now three team members (including the main character) with CHA 7, which I will bump to 8 with a perk at level 12, and then next perk to pick for those three members is Divine Favor, meaning after that they can pick a new perk after every two levels.
The other three companions (which have CHA 5 or 6) will have to do with a perk rate of 3.
For me to even consider the Tough Guy mode, there shouldn't be any sudden deaths like there are now. At that point losing a team mate should be only if you've become reckless and sloppy in your playstyle, not because you had bad luck.
IwubCheeze: I remember in my last playthough I had Stoma and his low agility and bruiser trait can be a real liability.
I think besides Farsight and Stich, all the recruits (names and values) have been changed in the mod, at least I recall reading that.
On my first playthrough I chose Becca as one companion, and she(!) was apparently supposed to a big brute with lots of melee power. She had Bruiser and Heavy Handed traits, so i figured yeah maybe she will be my big melee-fighting tank, a good melee fighter like Sulik in Fallout 2, running to enemies and throwing them around the combat screen with his mighty super sledgehammer, like ping pong balls. And maybe even a heavy weapons girl with her high strength.
But I learned quite soon Becca was dead weight, useless in combat (and anything). As mentioned, melee and unarmed combat is pretty much impossible in Fallout Tactics (at least in high difficulty levels), plus Becca had only 6 action points, even though her agility was 7. That damn Bruiser trait... So yeah, I had to replace her after a couple of missions, and on this new playthrough I was sure to stay away from her.