A point was raised about the viability of pure strain humans. Here's what I did for Metamorphosis Alpha convention games, which may or may not applu:
The theoretical advantages of a PSH are that computers and robots treat you well, you have Leadership Potential so that you can attract followers, and you have an advantage in figuring out technology.
In MA you roll 1d4 for how many mental mutations, and another 1d4 for physical. I gave everyone (4 - mental) draws from a deck of ancient artifacts (i.e. tech), and (4 - physical) from a deck of tribal artifacts (like poison glands from a mutant fish). Since PSH humans had no mutations, they got 4 draws from each category. They could also choose to take a follower instead of a draw.
I could easily re-create these decks, although many of the results were likely too powerful for our purposes. I do think it's good for each PC to start with at least one randomly generated bit of cool gear - I think Jeff Rients has a table for this. IIRC, starting equipment is undefined (at least it is in MA) so we should give 'what does my guy have' some thought.
I liked the distinction that pure humans were the ones with henchmen - this gave immediate cachet to balance their lack of followers. In my MA game, the followers had mutations of their own, so the PSH had mutant powers by proxy.
