here are 5 considerations you should make before investing points to technical ability
first: by reaching level 20 in technical ability and investing 4 perk points into all relevant skills for boosting stats, armor is boosted by 5% and weapon damage is boosted by 10%. that's just sad.
second: the skill tune-up (allows you to upgrading lower components into higher quality ones), only allows you to upgrade weapon/armor crafting components, not weapon/armor upgrade components or quick-hack components. the skill should be worded differently since the items to upgrade and to craft quickhack mods are called "components" and have "qualities" which fits w/in the skill description. in addition both the act of upgrading items, and the act of crafting quickhack mods, gives exp towards crafting. another consideration is the cost for upgrading components to the next quality tier. It upgrades at a 9:1 ratio. so for example 9 uncommon = 1 rare. alternatively you can sell uncommon crafting components for 8 eddies each. 9 uncommon = 72. the cost for a rare component is 150, a net difference of 78. the final nail in the coffin for this skill is you can only do one at a time. i have 7k crafting components and 4.5k uncommon. what's worst is it's not a click it's a hold left mouse button for each one. so 7,000/9 * 2seconds = x1. [x1 + [(4.5k/9 * 2seconds)] = way tooo fucking long. the experience it gives is also abysmal (18exp for uncommon). a more apt description for the skill would be: save 50% eddies when purchasing crafting components only
third: being able to keep the mod after disassembling isn't nearly as good as you might think. first many of these mods don't stack. crit damage/chance to name 2. i have 3 x crit damage mods and 2 x crit chance mods inside clothes i've been saving up until now. they don't stack if you put them into the same clothes and they don't stack if you put them in separate clothes. you can have a total of 30% crit damage and 15% crit chance, regardless of how many you have in your clothes (you may be able to put different quality of the same upgrade so for example 15% crit chance + 8% crit chance + 5% crit chance. i'm yet to test it)
fourth: tech only governs two skills crafting/engineering, both of which are difficult level. this means less bonus perks compared to investing in other attributes
fifth is the most well established, which is why i'm mentioning it last. the amount of epic components you get from items is abysmal. at the time of writing this the crafting components i've got from disassembling (with the skill that gives you more components) is: 9 legendary, 37 epic, 155 rare 4.5k uncommon, 7k+ common. compare that to the quickhack components where i have 329 legendary, 355 epic, 904 rare 2.4k uncommon (there are no common). keep in mind i've crafted every quickhack mod from uncommon to legendary and that's what i have left over.
my conclusion is this; don't invest points into technical if you're doing it for crafting or min/maxing. sell all your crafting components instead (break down all your junk that cost 3 and sell components for ~40. and all your consumables that cost 10 for ~40). with that said the bonuses to tech weapons is very nice. since i put my first 14 points into intelligence i already broke the game, so for me the 14 into technical was fine. i just ended up respec'ing (after selling all my crafting components) and putting almost all my perk points back into int governed skills
first: by reaching level 20 in technical ability and investing 4 perk points into all relevant skills for boosting stats, armor is boosted by 5% and weapon damage is boosted by 10%. that's just sad.
second: the skill tune-up (allows you to upgrading lower components into higher quality ones), only allows you to upgrade weapon/armor crafting components, not weapon/armor upgrade components or quick-hack components. the skill should be worded differently since the items to upgrade and to craft quickhack mods are called "components" and have "qualities" which fits w/in the skill description. in addition both the act of upgrading items, and the act of crafting quickhack mods, gives exp towards crafting. another consideration is the cost for upgrading components to the next quality tier. It upgrades at a 9:1 ratio. so for example 9 uncommon = 1 rare. alternatively you can sell uncommon crafting components for 8 eddies each. 9 uncommon = 72. the cost for a rare component is 150, a net difference of 78. the final nail in the coffin for this skill is you can only do one at a time. i have 7k crafting components and 4.5k uncommon. what's worst is it's not a click it's a hold left mouse button for each one. so 7,000/9 * 2seconds = x1. [x1 + [(4.5k/9 * 2seconds)] = way tooo fucking long. the experience it gives is also abysmal (18exp for uncommon). a more apt description for the skill would be: save 50% eddies when purchasing crafting components only
third: being able to keep the mod after disassembling isn't nearly as good as you might think. first many of these mods don't stack. crit damage/chance to name 2. i have 3 x crit damage mods and 2 x crit chance mods inside clothes i've been saving up until now. they don't stack if you put them into the same clothes and they don't stack if you put them in separate clothes. you can have a total of 30% crit damage and 15% crit chance, regardless of how many you have in your clothes (you may be able to put different quality of the same upgrade so for example 15% crit chance + 8% crit chance + 5% crit chance. i'm yet to test it)
fourth: tech only governs two skills crafting/engineering, both of which are difficult level. this means less bonus perks compared to investing in other attributes
fifth is the most well established, which is why i'm mentioning it last. the amount of epic components you get from items is abysmal. at the time of writing this the crafting components i've got from disassembling (with the skill that gives you more components) is: 9 legendary, 37 epic, 155 rare 4.5k uncommon, 7k+ common. compare that to the quickhack components where i have 329 legendary, 355 epic, 904 rare 2.4k uncommon (there are no common). keep in mind i've crafted every quickhack mod from uncommon to legendary and that's what i have left over.
my conclusion is this; don't invest points into technical if you're doing it for crafting or min/maxing. sell all your crafting components instead (break down all your junk that cost 3 and sell components for ~40. and all your consumables that cost 10 for ~40). with that said the bonuses to tech weapons is very nice. since i put my first 14 points into intelligence i already broke the game, so for me the 14 into technical was fine. i just ended up respec'ing (after selling all my crafting components) and putting almost all my perk points back into int governed skills