I recently ran into a situation where I bought a Blood Pump that restores 60% of Heath every 180 seconds and the issue with the game interface is that there are only 2 quick action slots. Heals takes up one slot, and all you can put in there are heals, but not the blood pump which is a “gadget”, so I have to give up by grenade quick slot to use this blood pump. This is an issue. I have found a mod that opens up the number of quick access slots over at Nexus. I will give it a try and report back. 
And despite the complexity of the skill tree, always focus on the area of expertise you have chosen, anything that raises the stats, increases crit rates, damage or speed. This time, I have basically blown off almost all buffs outside the Reflexes (Blade/Handgun), Body (athletics), and Cool (Cold Blood/Stealth). When you put a few points in into Intel and Tech, you discover as you level, your skills are capped.
This is what I did last time:
In a networked world it would seem advantageous to focus on Intel and hacking, but instead my focus is on being a sharp instrument. I upgrade and do use my Cyberdeck as part of an attack strategy which does not seem to be a hinderance due to lack of Tech and Intelligence perks.
I think there is a buff that helps you identify whoever is burning you via cyber attack during a fight, but this time so far, I just use heals. And the key to getting plenty of those is to never pass up a bounty, and engage every criminal with a bounty on their heads, avoid collateral damage, which can be an issue with grenades and your sword if citizens are in close proximity to the target, and avoid the fights labeled as very hard on the map, unless you don’t mind repeating a fight multiple times. Always save at the start of any anticipated fight.
If you break down a lot of weapons, you can “upgrade” (next to crafting) the pistol you do have, choose the pistols with 200% headshot stat, under reflexes/handguns, you’ll eventually get Wild West buff which removes the pistol‘s distance penalty.So I made some progress, I'm still doing the first act, where I just wrapped up the Ride quest where you meet Dex and get the next couple of quests.
I've poked around the city a bit doing police quests and other minor side quests that you stumble up. The first issue came to light as I started to level up a bit. The confusion and complexity of the skills tree, I don't want to be pigeon holed into a build this early on but its clear my weapons are on the weaker side.
In my past playthroughs (not getting terribly far in the game), I started leaning on the pistol build, but this time while i want to go there, the weapon that I have is just too weak. I'm having better luck with a shotgun, but that requires me running into the middle of a crowd and just start blasting away, instead of hiding and shooting from a distance
And despite the complexity of the skill tree, always focus on the area of expertise you have chosen, anything that raises the stats, increases crit rates, damage or speed. This time, I have basically blown off almost all buffs outside the Reflexes (Blade/Handgun), Body (athletics), and Cool (Cold Blood/Stealth). When you put a few points in into Intel and Tech, you discover as you level, your skills are capped.
This is what I did last time:
In a networked world it would seem advantageous to focus on Intel and hacking, but instead my focus is on being a sharp instrument. I upgrade and do use my Cyberdeck as part of an attack strategy which does not seem to be a hinderance due to lack of Tech and Intelligence perks.
I think there is a buff that helps you identify whoever is burning you via cyber attack during a fight, but this time so far, I just use heals. And the key to getting plenty of those is to never pass up a bounty, and engage every criminal with a bounty on their heads, avoid collateral damage, which can be an issue with grenades and your sword if citizens are in close proximity to the target, and avoid the fights labeled as very hard on the map, unless you don’t mind repeating a fight multiple times. Always save at the start of any anticipated fight.