+1
just to damage, in exchange for a pair of feats and being a particular class? Bad, bad deal.
I'm not entirely sure what point Super Robots actually start to equal Real Robots (if any), which really isn't helped by giving the small level 1 real robot a 1d12 ranged attack. And flight. And a +3 bonus to hit. And then at the high end you get a Real Robot with a 20d8 attack, more HP, more armour, more DR, and a bigger save bonus. Before you start stacking things on it. Also huge energy, and a beam coat.
... I
still say something is up with the balance on that. You get to customise, but if you try and specialise you're outdone, and if you generalise, uh... that's not very Super at all.
Looking at the Arsenal, you can take these twothings, stack them on the above mecha, and
still have space for that Graviton Cannon or the Neo-Chakram Caster. Oh, and you can buff energy regeneration.
Steel Soul(VII):+4 Dodge Bonus, +6 Armor, +4 DR, +4 to all attack rolls, +4 to all saves.
Z.O Armor(VII): +10 Armor bonus, +16 DR, +2 Fort Saves.
So, uh even if they
don't stack, that's still a huge bunch of buffs on top of something strong to start with. :/