On to the male vs female issue... men are usually physically stronger than women, hence should be better at any activities that rely on strength - running, jumping, swimming, throwing, hitting things with sharp sticks and so on. Women, on the other hand, might benefit from a greater endurance (hell, how many men blanche at the thought of childbirth?) and interpersonal skills, as well as being generally more perceptive (women's intuition, anyone?). Could the issue with stealth be resolved by having a perk added at the choice of gender? Come to think of it, there's a whole raft of potential for new perks there in the "Ladykiller/Black Widow" mould - how about things like "Alpha Male" (bonus to damage against males/penalty vs females - basically a reverse "Ladykiller"), "Tomboy" (bonus to typically "male" skills, such as Repair or Explosives), "Gentleman and Scholar" (bonus to Speech when interacting with women, with a small boost to Science for male characters) or "Fashion Conscious" (boost to Charisma or Speech for the ladies when wearing high value/low DR clothing)? Perhaps way beyond the realms of ART, but something to think about.
Still loving the current ART, though, especially with RI and IMCN (another mod that is only improving with age). Combat is now a real issue - I always carry a pistol with me now, in case of a crippling arm injury - something with which I never really bothered in the past.
Thanks for all the feedback and for the gender bonus suggestions . . . but I'm pretty much done with this part for now (as v.4.2 is now pretty much ready for release). I'll consider adding a few gender-based perks in my next update, depending on the feedback I receive on my new gender bonuses. I'll post all the details with my v.4.2 update post (probably tomorrow).
Can you explain what your new repair script is about, or will we hear about it at the release?
My repair script is part of my new repair changes. It bothered me that a nearly useless weapon (or just some spare parts or even a few tin cans) made a worn out weapon sooo much better. So I backed down the effectiveness of the repair a bit (mostly on the low end . . . the tin can part). And I made it so the repair limit is now exactly the same as your repair skill (so when you have a repair skill of only 15, you will not be able to repair a weapon beyond a 15% repair state). Oh yeah . . . this is only true for females, as guys tend to be a bit more mechanical (as sixist as that may sound) . . . so if you're playing as a male character, you'll get a nice repair bonus and you'll be able to fix weapons to a repair state that is often quite a bit higher than your skill level.
And one more thing . . . I hated the fact that venders were sooo limited at being able repair my gear. Give me a break! These people have supposedly grown up out here, eking out a living as merchants out here in the hostile Wasteland . . . they should all be like really good at fixing this stuff by now. Other mods solve this issue by changing the individual merchants' repair skills to 100 . . . but I didn't want to do that, because then my Tweaks would not be compatible with any other mods that make any changes to these merchants (even the ones that just change their appearance). So I figured out a way to do this globally (with some really great scripting help from Pkleiss, over in the GECK forum). But the change is only temporarily . . . just while you are in the repair menu. Now ANY NPC that can repair things will have a repair skill of 100 (even if that NPC was added or changed by another mod). So, if you have the caps, you can always keep your armor and weapons in top condition. But having enough caps, with my Bartering changes, can be a bit of a issue.