my turn on the soapbox...
with regarding to the constant nerfing of biochem, the devs have made other crafting professions more powerful than biochem.
1. The nerf of the rakata medpac - it's no better than any other medpac and the add'l health buff is the single most stupid thing I've ever heard of. When I need to ude a medpac, i'm nowhere near full health so what is the purpose of it, PLEASE, put a HoT back on the Rakata Medpac and take away that STUPID 15% health boost.
2. the coming nerf of stims - now you are basically making our rakata stim available to all other classes. And we will have no advantage over other crafters in this regard, yet they will have the advantage of access to relics, belts, etc that are crafted bop rakata level and will create an unfair advantage for them. as a biochem I will never have access to that gear, BUT, they will have access to my perk. At least make the other classes crafted rakata's boe. This will open up access to gear and add value to other crafting professions.
3. Please remove the rakata implants and earpieces from daily tokens, this hurts biochem & cybertechs, or buff our RE'd schematics to make them more appealing. Why should the Rakata implants be boe from daily turn ins? This completely hurts biochem being able to sell our wares. Or make more relics, offhands, belts, bracers available for purchase through tokens.
4. Lastly, how about some Dessler speeder access for the grinders, 1000 tokens nets you the best looking speeder in the game?