A few ideas on the subject:
Salvaging:
Thorough: +1 max number of parts available (This should be available at each perk level, but not automatic)
Careful: -5% chance of getting NO parts of any type, +5% chance of getting a higher level component
insightful +5% advancement if blueprint is unknown, +5% chance bonus EXP if blueprint is already known
Crafting
Artistic: +5% chance of beneficial effect
Conservative: -5% chance of negative effect
Experimental: +10% chance of an effect - but equally divided between bad and good.
Money: Value of product increased by 10%
Power: Maximum allowed finishing points increase by 1 for each category
Knowledge: 25% chance of bonus EXP to next level of blueprint for every item crafted to 100% quality
Efficient: Start with 1 additional action point
Talented: Start with 1 additional finishing point
Careful: -5% chance of crafting failure
I like that you can get higher level blueprints by tearing apart current and lower quality versions, but there's a reason that this type of research is called "Reverse engineering". It isn't the way better blueprints are normally produced. There's currently no way to get improved blueprints through crafting (except by crafting a bunch of items and then salvaging them again). There really should be a way of "forward" engineering a better blueprint.
Post edited April 04, 2020 by Toccatta