I've seen the additions that you've made to talents and psionic abilities to replace them, but what was the reasoning behind removing the unique movement skills from the 1st edition to the 2nd edition for the Zerg? I rather enjoyed the ability to keep up with vehicles if one was to afford the skill point investment. And with the further restriction on skill points in 2nd edition, it would help spread out skills further for zerg, especially with their already shortened skill list due to play style.
Thought I could create a custom weak zerg organism that is symbiotic and just makes whatever it is attached to better at something (say provide regeneration or help improve brain activity so computer checks are at advantage or something). So in a zerg player campaign it would kinda work like a semi intelligent magic item from dungeons and dragons but I want to also use it for terran characters. But terrans is where it gets weird cause no one wants anything zerg related going anywhere near them for fear of infestation which would not be one of its functions. What do you guys think?