I'm really having a hard time figuring out the Wyld Runners.
For midrange shooting they're Gangers with only one weapon option.
If you want the Phelynx you'll need to be up close, but for melee they're overpriced weak Juves. Even with TP access S2 means most of their options are rubbish.
Pistols seem to split the difference, as you get their improved BS and get round their terrible S in combat. I've done this with Gangers to great effect, and saving 5c there for Phelynx access works for me. (Not being able to take an Autopistol on Gang Creation is a bit odd when they can freely take pistols from the TP.)
But it should be possible for them to transfer the Phelynx to Champions and Leaders; they are Wargear after all. If that's the case then I'm less concerned about requiring short range on the Wylds and can think about the Bow
The basic arrow is pants compared to Las or Autogun at similar prices. The Toxin arrow basically amounts to a single S4 hit in most cases, which a Ganger can do more effectively and at a similar price using a shotgun (Solid) or a Hotshot Lasgun (even if they buy the Lasgun full price)
But the Explosive arrows and the Acid arrows are very interesting. Explosive are the only non-Grenade, non-limited Blast weapon that Escher can get on their Gang Fighters, and I think the Acid Arrows are the longest ranged Blaze weapon in the game? But S2 and Unstable are both kicks in the teeth, and Blaze only triggers on a hit which the Accuracy mod makes unlikely.
30 points for a potentially interesting weapon is fine by me, so I'll give them a go.
So after all that my Wyld Runner options appear to be:
a) Exist to smuggle cats to her betters
b) Can take a weapon best described as 'potentially not terrible' out of curiosity
c) Can run a pistol build at a 5 credit saving compared to a Ganger, but doesn't get to start with my preferred pistol.
It's not exactly 'wow', is it?
How about you guys; come up with anything good?