Let me start by saying I love Saska but she has a problem: Saska is under powered. She needs a boost. Get core problem centers around her device tokens which have 3 problems:
* quantity
* distribution
* usefulness
* Lack of quantity means there are never enough tokens for the cumulative effects to be useful.
* difficulty of distribution makes it even harder to get them to heroes
* even then, the tokens lack usefulness
At the simplest analysis, Saska is transferring strain from other heroes to herself (since device tokens can always be used for a surge to recover strain). This is lame. Like really really lame. As a support character her tokens need to be more useful, as by herself she contributes little more than an extra body. Additionally, because her abilities center around the tokens, which she can give to others, she becomes an inferior version other heroes, since they can can use her tokens just as well as her, essentially gaining all her strengths plus their own, while not having her disadvantage of having to take strain to gain the token in the first place. Also problematic is that she has to pay a cost for using the tokens just like everyone else. All these issues should be addressed.
So what role do we want for her? It looks like the goal for her was to be able to provide a variety of abilities that suit different situations. Use them when you need them for what you need. Power converter for weapon flexibility (need range: Swap in a blue. Need damage - swap in a red; need surge, swap in a yellow). Adrenaline injector for movement. Unstable device for that one last damage you need to get through, or free damage on a group. Etc.
I'm going to propose some changes to Saska that keep the theme and idea while strengthening her abilities.
One idea I'm showing here is the idea that each ability, in addition to the device token ability, gives her a lesser version of the ability of the device tokens or an improved version of what other characters get. This is based on what can be seen in the toolbox skill (which is a pretty good skill all around, you should always get it - remember it can work for attribute checks you need to pass in order to use your abilities). By doing this it makes her a bit stronger and more useful, more than just a token generator - avoiding the sameness tendency mentioned earlier.
First we start with her base ability and address both the quantity and distribution problems:
* Battle Technician usable twice per activation, additionally, you can "give" a device token you have claimed to another adjacent friendly figure (note only Saska can do this, because her devices are freaky and scare people too much to go passing them around, and also balance). With this fix she can generate the tokens faster and then hand then out as she gets a chance later on. Admittedly the second part may be too much, or simply not useful. Not sure.
* Change practical solutions to"While attacking" instead of when you declare an attack.
As for her class cards:
* Unstable device. Change it so you only take damage if you deal no damage to your opponent. Maybe also weaken damaged enemies. Saska rolls a green die when using unstable devices.
* Energy shield. While defending, if Saska has device token , if you do not roll a block or evade, apply +1 block or +1 evade to your roll.
* Structural Weakness. Seems fine? I guess. Her only skill that applies only to her and it's usefulness is limited. Maybe something to just exhaust the card to deal 1 damage + weaken to droids and vehicles.
* Gadgeteer. I can't decide if it should give you two device tokens whenever you use battle technician, or exhaust to gain one free use of battle technician without paying the stress that doesn't count against your per turn limit (ie, one free token per round, even out of activation). As a bonus I'm thinking either she can equip one more accessory, but those are rarely used it seems. Maybe also give a 50 credit reduction on future modifications and accessories? Another option: for each modification on your weapon, your attack gains one of: 1 accuracy/reach, 1 pierce, weaken; each may be selected once per attack. But...I don't know it may not need the extra boost. Extra device tokens for free may be useful enough to not need more buffs. Maybe even getting like 10 credits at the end of the mission for each unused device token. Really not sure on this one.
* Power converter. The easy one is to remove the strain cost. I think also allowing a reroll when using practical solutions would also increase the usefulness of the tokens. Reroll effects are not super common for the rebels so providing that effect to the whole team would be great so long as they had some device tokens. For Saska, I'm thinking "if your attack deals no damage, you may choose to reroll all your attack dice (even those already rerolled). Once per round." Or simply reroll one attack die.
* Remote distribution is fine as is.
* Adrenaline injector. I think this really obvious: remove the move action requirement. Just straight up: discard a token and take a strain to gain two movement points and get focused. Pretty great really. Maybe buff Saska by giving her...something? Extra use of battle tech while focused? Extra movement point when using adrenaline injector? Dunno.
Those are my thoughts as of right now. I would really like some input as I know some of them aren't very good, and I am hoping to implement some buffs in my current campaign (already doing the rewording of practical solutions). These are kind of being thrown against the wall to see what sticks.
What are your suggestions?