This wiki sucks.
It's not hard to discover all advanced perks without any wiki. You can see all prerequisites for them at the beginning, when you choose a first perk.
The reason I made the trees that way is because they focus on weapon specialization. At the bottom are the things which benefit all characters about equally, and further up are things that give more benefit to a character using the weapon type that tree is made for.
Not realistic. The marine is familiar with weapons, and he can specialize, instead of getting some all-usable skills.
For example, in AliensRL it's possible to get heavy weapon skill at the beginning, inspite of thare aren'n heavy weapons at the beginning.
When there are too many things to choose from, all it does is make that choice harder.
This choice isn't hard, in comparison with Fallout or Might&Magic.
According to you though, I shouldn't be allowed to experiment without dying five hundred times and not having anyway to know if it was my build or my method or my luck that was the problem.
Of course. Chance of dying must be much greater than chance of victory. It's the main rule of the most computer games.
This doesn't mean that balance shouldn't even be attempted. The entire point of perks is customization. If some perks are much more powerful than others, then you can't actually customize with them,
It's not right.
In current game, there are 4 good ways to improve character - chaingun way, pistol way, melee way and intuition way. And perks, which are not needed for that improvements, also aren't useless - the player can take them after he reach his main improvement. And it's good - I am not sure that in Fallout or Diablo more possibilities.
In your tree system, where all perks are strong, after player reach certain level, he must be too strong.
For example, in your system player with CL9 can have hellrunner*3, TaN*3 and Brute*3, which is more then Hellrunner, Brute, Berserker, TaN and Ironman (all *3) in current game! (CL 15)
And, for such character, all will be easy.
On the other side, at the beginning the game can be harder, because most of the perks will be unavailable on CL 1-2.
It means that the beginning shall be harder, and ending shall be easier. And, in current game, already later levels easier than first levels (on UV and/or some challenges. For example, in my Hall of Fame 8 victories and no death at 20-24 DL, except death in Mortuary).
Making most of the stuff roughly equal in power is very important
Making levels more equal is more important. When level 20 is easier than level 10 because of traits, it's not good.
In my experience, a successful (not necessarily winning, but a good run) character usually has CL2 before, or sometimes about midway through, Hell's Arena.
I say about Angel of Berserk, where experience is hard to obtain because no ranged weapons.