Walker,
A lot of players have standard choices of PQ +5 and diplo; I do. Then I pick a party with diplo and morale. That usually leaves 1 or 2 points to play with. I either go for influence or morale. I play on large so I don't choose speed, but it's said to be useful on giga maps.
I played a game with luck, but didn't find is all that useful. I haven't really tried much else.
I don't think the hit points or soldering or tech are all that helpful... but I'm a diplo/influence player and only kill'em when I have no other choice.
I'm finding it a little more difficult on challenging than on painful. It appears that you need to micro manage well beyond the mid-game.
I believe that SD rebalanced the picks around the 1.02/1.05 time frame so nothing seems to be too over powered. At least from the ones I've tried. The PQ pick used to be way over powered for example.
The abilities picks at the start of the game work at the civilization level, so as Technician indicated, a landing on a class 14 it becomes a class 15 without any social projects. The social projects work at the planet level. So building soil enhacement only has effect on that one planet. It increases the PQ in addition to the PQ ability pick.
Be sure to browse throght the stragey forum. There's some really good stuff there.
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