Okay, changes complete. Just to reiterate what I said in the middle of the thread:
The weakest foes will almost all get at least one strong elemental weakness, and will rarely have resistances. As they progress in toughness, they'll gradually pick up some resistances, and have lower weaknesses, until the toughest have few or no weaknesses and one or even several strong resistances.
That is as advertised. We've worked a lot of foe weaknesses in, a feature that had been previously badly overlooked. On the other hand we did add more resistances than before, but some of the greatest imbalances (for instance, a tendency to be heavy-handed with psychic resistance) is now addressed. In general both resistances and weaknesses are pretty well distributed all over the place, as well as within each zone, while a few zones tend to specialize.
There's a strong correlation between resistance and weaknesses, but I'll leave that up to the spades to work out, and I'll note a few robots are a little funny, because robots with psychic weaknesses didn't make any sense. There's a kind of weak correlation between resistance and foe damage elements -- not sure whether it's strong enough to be useful or weak enough to be confusing, so I won't say any more about that.
Hopefully, collectively, these changes provide better balance and a little more satisfaction.