Awesome: in order of awesomeness 1. CYBERTECH provides a lot of things you can't get any from other crewskill. Ear Pieces, Droid Parts, Ship Mods, Bombs, Speeders, Gadgets don't use mods or effect appearance and while you can get them from other locations they are not as easily obtained as armor, weapons, or mods that can be obtained in green, blue, and orange forms on almost every planet. The also get 2 HEAVILY USED MODS!! The "Mod" Mod which is used on all mod able gear like enhancements but usually better, and the armoring mod which adds the beset stats to your armor and effects it base armor stat! summery per character / companion (20 peaces possible) 10 "Mod" slots and 8 Armor slots on any full orange geared character, 2 ear pieces All parts for droid companions and star ships, speeders, bombs and gadgets ... oh my. (A little one sided here Bio ware?) 2. ARTIFICE get for force users makes every thing you need to upgrade orange schematic sabers except the "MOD" mod or you can create blue sabers. The ability to make Enhancements means you can not lonely upgrade your orange weapons ranged or melee but you can also upgrade your armors enhancements as well. The ability to make crystals means you have a second minor upgrade for all blasters and light-sabers. summery per character / companion (14 peaces possible) 10 enhancement slots, up to 2 crystal slots per character in orange, up to 2 sabers 3. SLICING lets you farm money with companions occasionally you get orange and rare drops for slicing lock boxes as well as Augments for upgradable blue gear, Lockboxes, Mission Discoveries , Cybertech Schematics so a good companion for cybertech which is in my book the best over all trade skill. Can be upgraded by missions and by slicing objects so its easy to lvl and since it makes its own money cost should never be a problem. summery: $$$ and more $ (nerfed, but still) 4. SCAVENGING provides the mats for 3 crafting skill, that's more than any other and it can be leveled from missions or by gathering from scrap on the field so it levels easy. summery: Highly need, so its it very marketable, easy to level and it also provides for Cyber tech so what you keep can also be turned into money very quickly. 3. ARCHAEOLOGY, much like scavenging, needed by to skils easy to lvl from "finds" on the field and missions. Only supports to other crew skills, still needed and possibly fewer summery: good need, easy to lvl, supports ARTIFICE. 4. BIOCHEM and BIOANALYSIS I count as one and together they are fairly useful most notably Reusable Medpacs, Reusable Stims, and Implants but you need to take up 2 crew skills to get them... so ... meh. UPDATE: I have not used biochem, so I rated lower by me perception as crafter who likes to make things rather than experience. But The post below do point out that funtionality of Biochem at lvl 50 continues after bioware has suck-cessfully voided crafting as a whole. Making it most lilkely the best at lvl 50. However as a whole I still like the order while leveling. Due to the other post I may very well consider rolling over all my characters not usning Cybertech and Artiface to Biochem bye end game. Only keeping those two as alt support until they get to 50. summery per character / companion (2 peaces) 2 implants and the reusable heal and buff is nice Sucks: starting from the worst. 1. ARMSTECH - Barrel mods are useful but at most you get 2 per character, they do grant additional weapon damage but they are only usable with plasters. You can make green/blue/purple of all primary weapons and skill weapons. This sounds good but you will have to REVERSE ENGINEER in order to get anything worth using, and you can at most change out 2 items with the skill, the weapons them selves or the barrels. Secondary "skill weapons" are not visible and there for do not have orange versions with mod slots, the "upgradeable versions" get Augments from slicing. To make it worse barrels are readliiy available as at commendation mod venders, and weapons are common drops for quests and can also be received in equal quality from commendation gear venders. You can not craft orange modable weapons until lvl 400 that I have seen and they require OPS drop matts or matts from Hard lvl Flashpoints... So putting compaions in to remove grinding for matts is gone for ARMSTCH at lvl 400 and since the only orange drops you can get are lvl locked at 48 you might as well just get the whole weapon as a blue drop ... which voids armstech completely at end game.... Summery per character / companion (2 peaces possible) You can easily obtain anything you can get from ARMSTECH other places at less work, and it can't provide orange weapons or the enhancement mod and crystal you can get from ARTIFICE, or the mod mod you can get from cybertech which are useful in other ways as well. Over all pritty useless. 2. ARMORMECH and SYNTHWEAVING Both make armor for their have of the scale, but armor is a frequent drop for quests and easily obtained from venders. The also can't craft any mods, so you will have to get them somewhere else if you have orange gear. both can craft orange gear but from what I have seen about half of it looks like crap and most of the really cool gear was given to the commendation venders but some are decent making them slightly less useless then ARMSTECH. Summery per character / companion (8 slots) Not completely useless just not worth the effort. Suggestions: ARMORMECH and SYNTHWEAVING could be more useful if they took the armor mod away from cybertech and put it with I don't know the 2 armor crew skills.... I imagine they didn't because they didn't want to give it to one and not the other and they didn't want to give it to both. I say give skill and commando to armortech then patron and reflex to SYNTHWEAVING then they can trade for what they need with each other. Better than traiding with cybertech and artifice for all your upgrades, oh but that one barrel you can get from a commendation vender. ARMSTECH needs orange weapon schemattics from investigation missions and take Augments from slicing and give it to armstech... slicing really? ... did they need more money bioware? Ralnity on page 3 posted the best response I have seen. I guess they biggest thing is why did Bioware decide to make ARMSTECH so completely uselsess.