A short essay, on why the gene system needs to be reworked in one way or another.
The Crux of my assessment is that any job should have natively the tools to create unique situations. And currently the geneticist lacks that due to 5 major reasons.
1-Most mutations are really weak, or outright useless.
2-Mutations are way too hard to get.
3-The Geneticists lacks of unique tools to gets its job done
4-Even the functional mutations, are too limited to be able to create fun stuff
5-Most mutations are telegraphed, meaning that they don't even have the element of surprise.
There are two ways that I see to be able to solve this problem, and make the geneticist a more dynamic class, I will start with the simplest one, or at least the easiest one to implement, in my noncoder brain.
Make Mutations easier to get, reduce collateral gene change, or make it, so the gene editor allows you to lock a certain number of blocks, making it so they would never change. That would greatly reduce the amount of time needed to clean an injection from disabilities. Since you could "Freeze" Blocks that you wanted to stay the same, be it so to maintain positive mutations, or to stop sick blocks from regaining a value higher than 8. This would not help with the mutations being weak, but it would make the job much more dynamic, by speeding the results.
The second one, would be reworking the current mutations, I have obtained most of them, and I am capable of describing why they currently have no real use.
Temperature aura: It gives a moderate amount of resistance to their respective element, but that does not help in most situations, nor allows any new interaction or gimmicks. The heat one, is the most useful, since plasma floods are a common occurrence, well it would be useful, but the protection it gives is not enough to protect the player from plasma, and that is the most common type of firedamage by far, and the main way the player will interact with fire. They should be reworked to provide absolute protection, that would add possibilities like, cold aura to be able to move through space with less resources, or warm aura to be able to mess with plasma, or to counter plasma floods.
Telekinesis: It's fun, but not really useful, it requires direct line of sight, and it can't be used to interact with objects beside trying to break them by throwing stuff at them. It can't move large objects, it can't open lockers, making it, so there are very few places where you could steal something important or useful, specially since the particle tray will trace to you, making it very obvious that you are taking stuff, that without counting the glowing blue orb on top of your head. I have two proposals to make it better, one is to simply make it stronger I don't know how the game engine calculates that, but I would simply increase it quite a bit, so it could be useful in combat. 2 is way more complex, and it would basically entail a complete rework of the mechanic, I say for telekinesis to give you a new hand slot, exclusive to it, and for its behavior to change depending on your current stance.
Remote view is broken so I will ignore it.
Your leg muscles pulsate: Increase in speed, and let you wear heavy armor without a speed debuff
No air needed, make you immune to depressurization, as it is you are still going to need a suit if you go to space, or get vacuumed by the AI
Skin feels rubbery, still not sure about what it does, but It could give you resistance against taser like weapons.
You feel better, also do not know what it does
Any mutation not mentioned, is because I forgot, have no idea about what it does, or I believe they are ok as they are.
TO finish this, I request the gene guy to be given a syringe gun, that can only be loaded by a single gene syringe. Allowing injections at a distance if the target is not armored