@Nykara360 wrote:
Why would you even bother researching things you dont intend to use anyhow.
Ive had more than enough research points each game to create what I needed.
The only real way to gauge rather or not you're going to use something is to try it first.
That involves researching it, building it, and then trying it out. I have had a similar experience as the OP, I found it hard initially to try different things because I simply couldn't afford the research points to learn how to build it. It was really only an issue early on though, as I got up in level I found it easier to experiment.
For most of the time I was leveling up, the only way I could try a specific weapon was to hope I find one as a drop or buy one from a vendor. The research points were just too big of a gamble since I had no way to know if I was going to like the item or not. I could break it down and recover components, but the research points are gone for good and I needed those to upgrade my armor when I hit the level for the next tier.
What I finally ended up doing was making a save game first and if I didn't like the weapon then I reloaded my save. It works, but I'm sure it's not how the system was designed to function. My personal proposal to fix it is to cut the research cost of all weapons and armor in half for marks I-V. The cost should start to kick in once you hit the 'advanced' tier (Tier VI +.) By that time, you're far enough in the game and have had more then enough opportunity to decide what you wish to develop.
I prefer to see the system encourage experimentation at lower levels.