Pulling out all the stops I see. Could I put a request in? That's a rhetorical question. Could you include a scale-able function, a "even harder than how very hard it is right now" switch that you can push when the game just gets too easy? i.e. level XX rolls around and you're armed to the gills with enough ammo to take on pre-war China, one shotting previously hard enemies with no challenge and thus no drive. So you flip this switch and suddenly enemies do 1.5x damage, or have DT reduction ammunition. Maybe 1 in 3 doesn't drop any loot at all. Hell maybe a "mortal strike" kind of effect occurs on certain mobs and your heals aren't as effective.
Just something to recapture the difficulty experienced in the beginning before you get uber powered. Heck, if you feel adventurous you could put these effects on a curving scale, that could be bumped up as things get easier, ad libitum. I know the leveled lists exist to do this already, but let's face it, when you're jacked to the gills, you're jacked to the gills. Not even 12 supermutant masters firing rocket launchers and lewis machineguns can take you down.
Just throwing it out there. Mainly because I believe this team could do it amazingly well.
Well I really liked the idea Castle issued of using the actual game difficulty to scale some of the things we modify, like damage, healing effects etc, so thats gotta be something we will be experimenting with. Making the game still challenging even at higher level is one of our goals and hopefully we can achieve that without a dedicated switch

Hmmmm... Maybe with the new implant system you could add in a perk which gives you a free anything goes implant slot. It could be a replacement for the old Cyborg perk. I'm very impressed with how all of this looks so far. I'll definitely have to put off making a new character at least until this is done.
Well initially I wanted to do something like that, getting additional slots through perks. But then it would be like, ok first you have to get the requirements for the perk, then get required implants, then get the caps, then find a doctor etc. Thats pretty complicated. So thats why I think its best to leave the implant system unaffected by perks for now. It's something to keep in mind for future versions though.