I am definately looking forward to GRA. I haven't killed the Van Graffs simply because they are the only decent energy weapon vendors in the game. Back in Fallout 1 the Gun Runners dealt all kinds of weapons, including laser and plasma. So if GRA makes it so that killing the Van Graffs lets the Gun Runners move in on their turf and sell energy weapons, I'm definately in favour of that.
"Recycler mods, to lower operating costs, are available for both weapons."
It would be awesome if the recycler mod for the plasma pistol recuced its ammo consumption from 2 ammo per shot to 1 ammo per shot.
(I'm hoping that they haven't just gone for the lazy option of it being the same as the Laser RCW and every fourth shot being free.)
The optimized energy cells sounds great - its true that energy ammo is too damn heavy, especially with weapons like the multiplas using 3 ammo per shot or the gauss rifle using 5 ammo per shot. That's half a pound of ammo per shot.
I'll probably mod the game so that ALL energy ammo has the reduced weight of optimized energy ammo. The 30% more damage, armour penetration and mild weapon degredation is enough to make it superior to overcharge or maxcharge ammo anyway.
The automatic recharger pistol sounds rather overpowered. I'm all in favour of more automatic energy weapons, but the recharger pistol is already a powerful beast that makes the standard laser pistol completely redundant.
Laser pistol combat sights - its a shame they didn't just include that in one of the free patches for the game. Each weapon can have a maximum of 3 weapon mods, so having one just be ironsights is a bit lame. (And I use EVE and WME mods that already give me cool holographic sights on my lasers.)
Focus Optics for laser pistol and magnetic accelerator for plasma pistol... not very imaginative, both WME and WMX mods do that. But then I guess that's because they are sensible upgrades.
The High-Energy Ionizer for the plasma pistol sounds like the Injection Amplifier mod for the plasma pistol in WME, gives it +5 damage which brings it up to the damage level of the plasma defender. Still completely inferior though, given that the plasma defender has a much higher rate of fire. I wonder if GRA's high energy ionizer will give an even larger damage boost to the plasma pistol, it would have to be pretty damn powerful to make it worth using instead of a plasma defender. If we're talking +10 damage or something, now we're talking!
The cleansing flame sounds brilliant, "a high capacity Flamer with superior base damage, longer range, and a burn effect that improves with the user’s skill." I'll want to add that burn effect script to all the flame weapons in fact. It's rather stupid that an ordinary flamer does 128 damge per second when you are hitting someone with the flame, but then afterwards when they are on fire they only take 2 damage per second for 5 seconds. Really? Being on fire is just 2 damage per second? In hardcore mode there are types of food and drink that heal faster than you can be burned alive! Having the burn damage increase proportional to your weapon skill, now that's nice.