Actually that's EXACTLY what I was asking about, and I agree with everything except the specific slots but only because this is being designed to augment the Project Nevada Cyberware system while being fairly different; Cyberware has slots (arms, head, body, legs) so I don't want mutations to have that, to differentiate them.
For Mutations I am trying to go flexible, as flexible as possible. I would like a perk to even allow you to mutate in combat (perhaps at additional cost) so that players can constantly tailor their mutations to their specific situation.
I also like the drawbacks. I was thinking along the same lines, that some mutations cause drawbacks.
Something I didn't address before (because it's not implemented) is how the player acquires mutations. I've kicked around a lot of ideas, but one main core remains. Once you gain "access" to a mutation, you still need to unlock it before you can apply it, using another set if points (different from Mutagens) called FEV. It works like this:
You gain access to a mutation in a multitude of places such as finishing challenges, quests or miscellaneous objectives. So you do the optional quest objective for Moira and get extra irradiated, instead of getting you the rad regeneration perk that restores your limbs it gives you access to a mutation that does the same thing.
So now you have access to the Rad Regeneration mutation you have to PAY FEV in order to add it to your list of available mutations.
Finally, you can pay mutagens to apply the Rad Regeneration mutation.
So you have to learn a mutation, unlock it, and then apply it. FEV is gained by getting exposed to FEV, so killing Super Mutants will net you some FEV, same with Centaurs and Deathclaws because they are all FEV-based enemies. I would like there to be other sources, but I can't think of anything that makes sense.
Gaining new mutation slots (up to 8) is done by spending FEV, with no other prerequisites (you don't have to learn it somewhere, just drop the FEV and gain a new slot).
Upgrading mutations is gained by spending FEV as well. I would like the upgrades to be learned after you have used the mutation for so long. So, while Knobbly Knuckles is applied, any experience you gain is also progress toward unlocking the next upgrades for Knobbly Knuckles. Not sure how many upgrades there will be or what kind of UI will be involved. I like Anvil Fists, will probably be the final upgrade for Knobbly Knuckles.
One more thing on upgrades, I would like to set them up so that you have to make choices. Say Knobbly Knuckles has 3 upgrade tiers. At each tier you have 2 or 3 options, you can only pick one at each tier. So one player may pick "Reinforced Knuckles" (more damage), "Rapid Mutation" (apply the Knobbly Knuckles mutation for cheap) and "Anvil Fists" (do massive damage, can't use guns). So they can easily add and remove Knobbly Knuckles, mitigating the weakness of being unable to use guns, allowing them to do massive damage in close combat, and quickly regress the mutation for ranged combat. Another player picks "Fist of Fury" (attack quicker), "Permanent Mutation" (no longer takes up a slot, but can no longer be removed) and "Spiked Knuckles" (some Damage Threshold penetration, can't use fist weapons). They don't have to worry about swapping out their mutation since spiked knuckles doesn't prohibit guns use, but they don't do the damage of "Anvil Fists" and can never use fist weapons again (due to Permanent Mutation).
This is all just ideas at the moment, but I really like the sound of that. I like the idea that some mutations have drawbacks. I'm already implementing "Eyeshine" which gives a permanent boost to light sources, unless you are wearing sunglasses. So if you are outside, during the day, with no sunglasses, it's blindingly bright, (maybe even have you suffer -1 or -2 to Perception, not sure).