Yeah sorry, my bad. Befuddled, drunken texting. No double masters. On another point.......
I've played a lot of marine builds (the whole idea of a bit of extra life and heaps of zerk/inv time is great compared to normal), a fair few scout builds (Int(2) is still an amazing thing) and a couple of technician builds.
Technicians win, hands down.
Instant WK is nice. It lets you go for those lovely hyperblasters/tac RLs whenever you have the bits. Or a tac shotty on the first power mod you find. And they're game changers. It's like you got mini-ammo-chain with 3xfinesse with the first plasma rifle you find or a "possibly-slightly-better" ML after a few bulks, as long as the mods come by. Not quite, but damn near a guaranteed early, good, weapon. The hyperblaster is 2/3 made after the court, or a tac shotty half done from the word go. And you'll always dump mod packs into your gear, not into your backpack or onto the ground. That's nice, good weapons, good armour, on demand (you find it, next level-up you can use it).
The main thing, in fact the only thing, is:
You can use medikits whenever the hell you please. In like 0.1sec (or is it instant?). That large medikit you're carrying isn't a tactical fallback, or a replacement for a health globe. It's a free life. Whatever, whenever, no matter the build. Free run-time, free life, free re-equip/reload time.
Damn that's good. Almost too good. Mod up some big armours, carry heaps of medikits, build for your weapon. Damn good.
My actual favourite (and probably better than MAD/MAC? style) is a technician with:
Fin->Jug->SoaB->SoaB->TH->TH->SoaB->whatever traits for passive defense. TaNx2+BA usually, then Ironman out whatever is left.
Just dump WK(1) in the second you find your first plasma rifle, and do the arena/court/wall thing. Ag/Tech the rifle and the moment you can, make a hyperblaster and never look back. Jug protects you well early, nice red armours (P/B) gets you to hell and a rapid-fire plasma/hyperblaster does wonders all game once it gets going. One tech mod after the court and you're faster than the old ammo-chain, and more accurate than the new one. After finding one tech mod you have:
Better accuracy.
Faster fire time.
Still slightly irrelevant ammo costs.
As many free lives as you can carry medikits.
One level earlier than the old, better with all weapons (not just shotties) than the new. It's a no master build. Take what trait you want, whenever, no blocking here.
It's the "Do everything just as you did it in 0.9.9.1 ammochain, just a level earlier, with a technician using assemblies, you've got free lives and tracking maps and shit" build.
It's right up there too. Might need a shorter name though :)