I do understand all those things. At least i think I do

but....
Maybe You think that guide should cover all aspects and has a lot details in it to be good. Well im not saying it wont but things which are obvios for you might be very useful for beginners. Eg. I've met enginier who were using shotguns and rifles and he was very surprised when I asked him about his robot. Or from my own experience, about 5 years ago when i've first time created toon in AO, soldier, I tgought soldier should use all guns

so I were using all kinds of ranged weapons and wasting my IP.
Im talking about just the most important things.
Examples:
1. abilities
which are important, which are less
2. skills
there is really a lot of people who need to be told that skills like swimming are not essential
3. weapons
to give the main idea on what should thye focus. Rifles are good for agent but migh be not the best choice for fixer. And not to change your "weapon
path" every time they find new nice looking gun.
4. armors
just the main ideas what kind of armors are good for certain prof. or at least on what type of armors should they focus, eg. armor that needs inteligence might be not the best choice for atrox enforcer
5. nanos
which are the most important, the "must have".
There don't have to be explained whol path from level one to 220. People will learn what their prof is made for, they will find they way. But they need someone who will show them their path at the very begining.
It's really depresing when in some point You are realizing that all your choices were wrong and You need to reset all your skills and start from the begining.