Do you have a radio room? Tear that svcka out right now.
Radio rooms are worse than useless. The dwellers they bring in are inferior in SPECIAL stats than ones bred from your existing trained-up dwellers; their only advantage (instant advlt dweller population increase) is expended the moment you bring them in. The happiness boost they give is largely inconsequential. And here's why they're worse than useless: they increase the frequency of raider and deathclaw attacks.
And as for weathering the attacks, study patterns on how raiders or deathclaws advance through your vault. Stock the first rooms they'll go through with very well-armed dwellers. The first room any intruder will go through after the Door room (which should be staffed with well-armed dwellers too) should be a veritable gauntlet of your best guns. Get a good stockpile of stimpaks too, and keep on top of healing whoever is in the room to keep them alive. Raiders shouldn't even make it past the Door room. My "Point Room", a 3x level 3 diner is a literal light show, with lasers and plasma guns for everyone.
Deathclaws only show up if you have 60 or more dwellers. Did you just add some dwellers? If so, kick 'em back out!
Get rid of the radio room right now. Don't have to sell it if you don't want, just remove any dwellers working there. The morale boost is entirely useless. You'll get much better results from just rushing your working rooms. New dwellers the room brings are not worth it, you get the exact same dwellers from having your current ones do the frick frack and it'll make the parents instantly 100% happy. All the radio room does is increase your Deathclaw chance astronomically, it's not worth it at all. I have a 200 dweller vault with happiness around 97% without a radio room. Deathclaw attacks are much rarer than raider attacks without one.
Oh yeah, radio rooms don't level-up the occupants either.
For boosting SPECIAL stats, you'll want training rooms, especially the Endurance (training room) and Luck (game room) rooms. Everyone in the vault benefits from more Endurance, through higher HP and more resilience towards irradiation (be it from wasteland wandering or from insufficient water problems). Luck increases the odds of a random money boost from normal resource collection (rushing drops money regardless) and also the odds of phat lewt on wasteland adventures. Other than that, due to the Radio Room being worse than useless, the Charisma room (bar) will only decrease how long it takes for two dwellers to do the horizontal tango and everything up to that point (such as dancing, which is often a challenge target). The other four training rooms are useful for training up workers (higher operant stat in a room means quicker standard production and lower failure incident chance in a rush).
All seven SPECIAL stats relate to wasteland adventuring in some manner: I think high Perception increases the chances of finding something (with aforementioned Luck affecting the quality of the find and also maybe cap yields), Endurance was already explained, the other three physical SPECIALs might relate to survivability in a fight with a wasteland meanie... and I'm again not quite sure what Charisma does...
When I got to the end game, I rebuilt my radio stations just so the deathclaws would attack more, just to keep things interesting. Now they hardly hurt me at all, I don't think I want the challenge of Survivor Mode, but I'd like a stronger enemy in regular mode.
In addition to the above, I also build the "gauntlet" so that it comes to a dead-end, forcing the DeathJaws to turn around and make a second pass through the gauntlet. The last room should be a typically empty room (such as a storage room), so that the DeathClaws leave the populated room before turning around, giving you time to recover your dwellers.
It takes DeathClaws a long time to punch downward through Elevators, so forcing them to go down a long elevator shaft allows time for your Vault Door guards to race ahead of them (unharmed) and ambush them in the "empty" dead end room. But don't make the shaft too long, cause the DCs are stealing your resources during the incident.
I'd like to see a pic of your vault!
6s+ 128g iOS9.2
Here ya go...
This is the top half of my newest Vault:
http://i.imgur.com/pHdT6KN.jpg
This is the trap/dead end of my first Vault:
http://i.imgur.com/aXfNs9n.jpg
This is my first try with imgur, let me know if it works!
Cool vault. They don't go down the first elevator right after the vault door?
Nope, they go all the way to the right, then down the elevator shaft.
By the time they get to the large room at the bottom of the elevator shaft, they're all but dead. It's now rare that any make it to the dead end.
Nice trap but how do you hold up to the power drains from the mole rats?