Do not think anyone will read but here are my two days (48h play) worth of conclusions:
1. Chimerae sacrifice one thing to get another while Espers simply don't:
1. a. Chimerae skills often (not all) come with an inherit penalty / disadvantage e.g:
Double hearted lowers quickness, heightened speed lowers toughness.
Triple Join lowers strength, double muscles lowers speed.
Horns, can't wear an helmet; ice / fire hands / claws, can't wear gloves.
1. b. Esper skills afaik, do not come with a disadvantage (not aware of any equipment or attribute that gets a penalty when you gain an Esper mutation).
2. Chimeraes need to often make a compromise (because of mutual exclusion) between mutations while Espers afaik can pick any two mutations.
2.a. Chimerae need to decide between Carapace and Quils, Fire hands, Cold hands and Claws; Poison Sting Or Paralysis Sting.
2.b. Espers can and do have Pyrokenesis with Cryokinesis, force wall and force bouble, Temporal Fugue and Teleport (There is no mutual exclusion).
3. Chimerae will compromise between few high level mutations or many low level ones.
3.a. Chimerae cannot supercharge their mutations by supercharging their attribute. They *have* to spend mutation points to upgrade their mutations. This often means they will likely upgrade and specialize instead of expand and get more mutations.
3.b. As an Esper (high Ego), you never need to upgrade any mutation. All your mutations get maxed out simply because of your Ego. You can spend every mutation point on getting additional mutations. People who say this comes at the price of toughness are wrong, you can have toughness, willpoer and Ego.
eg: Ego 24, Will 22, Tough 21 (Greybeard) and yeah, you could go with 24 Ego and 21 Will / 18 Tough and still have enough to 18 another attribute (like agility for missile weapons) Greybeard is OP (because of +3) and is mostly useful for Espers.
4. Espers have access to precognition which pretty much lets you hand pick your mutations and Chimeraes *don't*.
5. Most of the Chimerae mutations are passives, meaning, you don't need to activate them. I'm pretty sure nearly all the Esper mutation are active (more fun / excitement).
6. Espers get to spend points on Ego which consequently gets them huge discounts at vendors where Chimerae are likely to pay an absurd price.
7. Chimerae are much more skill reliant:
7.a. Chimerae need melee and missile weapons to handle enemies which require skills to properly use.
7.b. Espers use their mind as a weapon. They don't need INT/skills to maximize that.
Thanks for reading
Suggestions for improvements:
Make physical attributes boost certain mutations:
For instance Toughness -> Carapace / Regeneration
Agility -> Multiple Legs / Multiple Arms / Heightened Speed
Str (replace with Power) -> Double Muscle, claws, fire / ice hands? Stings
Make Chimerae skills more useful! Like tighten Carapace, make it a timed boost that makes you immobile but still lets you attack for x turns.
Double hearted -> add an activated skill that heals you.
Double muscle -> add an activated skill that boosts your str futher for a shirt duration.
Multiple arms -> add an active skills that increases the chance they actually do something with those.