For those unaware, 1e Starfinder Mechanic had two options. It went with a Drone, or an Exocortex. The exocortex personally improved *you*, made you more martially capable, let you target lock people, and allowed you to install a number of upgrades in yourself as you progressed, as well as do some extra nifty hacking with free actions solely for that. A number of Mechanic Tricks affected your drone or just you depending on if you took drone or exocortex.
Why is this completely, entirely absent here? Instead we have two Deployable Friends, one that walks and one that has a bigger gun, and... mines. SPECIFICALLY mines. Not overall demolition with one option being mines, just mines. Mines that 90% of the time are going to be flung directly at people and immediately detonated, especially since Double Deployment apparently just lets you ignore the extra action needed to throw them.
Inventor already has a mechanical companion option, *which also has the option to turn into a turret*. Why they gotta be separate?
Look I'm not here to talk down to anyone who enjoys the current options, and *mechanically* yes I'm sure turret and drone are very distinct, but you've taken a class that previously let you delve into the tech-savvy self-improving cyborg hackerman fighty engineer fantasy and made it 100% about deployables, two of which are conceptually nearly the same and one that's going to be Bombs With An Extra Step most of the time. And Modify I suppose which just feels empty to me. One round does not satisfy the desire to modify and improve equipment, nor does waiting until level 13 to make ONE permanent.
So if we're not getting that tech-savvy self-improving hackerman fighty engineer with mechanic... why? What did it do to offend you?