This will be my first time playing FFG's RPG system, my group likes to play a couple campaigns in a system and then jump to a new one. I am really hoping they stick with this system because what I can tell from reading and character generation I will really like this setup. None of us have played in this system before, but we all have extensive RPG experience in may other systems.
Anyway, as the title states I think I bit off a bit too much to chew on making this character. I volunteered to be a combat/commander/face for our group of 4. We have a combat/scout/sense force tree, pilot/gunslinger and tinker/tank/intimidation for the rest of the make up. The setting is right after The Last Jedi where The Resistance scatters and starts to try to capitalize on the death of Snoke. My character is a Mandalorian (still using normal human racial, not Mandalorian template), fresh faced from basic training with The Protectors and sent to The New Republic officer academy when "The Hosnian Incident" happens. With the New Republic military in tatters (according to cannon), he joins The Resistance to fulfill his officer's commission. We are taking some liberties with canon as it concerns Mandalorians, none of us were particularly pleased with their pacifism streak. This game is styling the friendly factions as more "freedom paladin" as opposed to turning totally from their warrior traditions.
So my original concept was to take straight Mercenary with Brawn/Presence 3 for the soak/melee on the Brawn and Presence for face skills and Leadership. Since I only cared about one Agility skill (Ranged Heavy) I would just make it up on skill points and apply True Aim liberally to Stormtroopers. My single spec tree gives me combat abilities and Field Commander, I can then take a few ranks cross class in Deception/Coersion to cover my face skills and be set. The GM is REALLY pushing that I should be a medic as well and proposed that I swap from Mercenary to Instructor. Instructor just seems to neuter my combat ability (lose True Aim, Ranged Heavy and Deadly Accuracy) and not give much in return besides Medicine as a class skill, a few ranks in Stimpack Specialization and a couple abilities that I don't know how useful they will be (Encouraging Words, Master Instructor, That's How It's Done).
In the opinion of the great and wise internet, how important is having a semi-dedicated medic in general? Will a couple ranks in Medicine from someone fulfill the role adequately or is there truly a need to have someone with talents specifically around bringing the healz?
Turn that question on it's head and I am also curious if one needs combat talents to feel effective in combat. Can I feel adequately "Mandalorian" with just ranks in Ranged Heavy or should I invest in a spec that gives me some extra kick? Will I need Brawn 3 to be tanky and not fall over if a thug decides his vibroaxe has my name on it? Half of the issue for me is getting the crunch to bear out my character concept of being a "knight in shining armor" who learns that giving people freedom from tyranny doesn't always mean they use it wisely.