When making a Droid, it feels like I'm missing out on so much by NOT rolling something like a Human slicer instead. Their only strength seems to be some versatility and customization (I get to pick extra class skills instead of getting specific ones depending on race) I also get that Droids also get the advantage of being robotic, and therefore do not require sleep, oxygen, ect. But unless our DM starts throwing people out of airlocks on a consistent basis, it feels kind of unneeded.
So here's my question: Am I missing something glaringly obvious about Droids that make them better than I think they are?
It may depend on your skills/techniques as a role-player, on your GM's play style, and also on the composition of the play group. Unless you feel like telling us what kind of character you want to make, or what kind of game your GM is running, we can't really comment on that side of things.
That said, here are some examples of Droid PCs from my games:
My first group has a Droid Marauder as our tank/heavy hitter for combat, and he also serves as our "mean face" for playing Bad Cop (incidentally a Talent he wants, along with "Loom" from the Enforcer tree) with stubborn NPCs. He is undoubtedly our combat monster, but more interesting are the situations when he intimidates potential foes, challenges authority in a way most NPCs don't expect from a Droid, or uses his ridiculously sturdy construction to solve non-combat problems, like "hailing a cab" by walking out in front of a groundcar and letting it hit him (he insisted the Mechanic fix him during the ensuing car chase).
In another group, we have a Droid Slicer who also acts as a mechanic; between those two skill sets, the character can almost always find a way to participate in a scene, and often make a big impact. Personality-wise, the little fellow doesn't say much, but cheerfully hunts down any machinery that can be repurposed to the party's ends, and seems to take special pleasure in stopping fights without any harm coming to organics.
Another thing to consider is that this being a narrative system, Droids' mechanical nature is a _massive_ boon when it comes to problem-solving. Droids can, without minimal preparation or concern:
- Go out an airlock, and sneak around to the far side of the ship/station. Alternatively, jump from one ship to another, or hide on the exterior hull with weapons or contraband while the organics are captured or inspected.
- Keep watch through the night, unhindered by fatigue, and possibly aided by your sensors. Since Droids can mount sensor units and other equipment as part of themselves, they have a real edge here.
- Perform extended tasks tirelessly and ceaselessly while the organics have to sleep. It will take X hours of steady work to produce one computer spike? How many do you need, Meatbag? I'll have them ready by the time you wake up.
- Take actions that would kill an organic character. A Droid can take a lethal hit for a team-mate or jump from a crashing speeder, and even ignoring their improved Soak, it is easier for a GM to say "you can fix him" for a Droid than if an organic was critically injured. Heck, we've even seen droids do head transplants!