Suggestion: I think we should have a small expansion to the health system to make mental health and the psychiatry role more gameplay oriented.
Despite proactivity, I have never really had a super engaging time in the psychiatrist role. I'm sure many great players have made something cool out of it, but I have often thought it would be very fun to adapt new small features to it. No remaking the wheel, mind.
Ideas: Just a few improvised ideas to illustrate. Perhaps a precedent for mental health affects by witnessing something such as a murder or a death, or a terrifying creature. Perhaps the affect could be distributed via invisible mental health fields that encompass the visual area of an event when it happens. Then, give psychiatrists an ability/power that can emulate the positive impacts of verbal therapy.
I realize one of the main setbacks to integrating mental health gameplay is the possibility to take away player agency. A player may say "my character wouldn't be traumatized by that!". Then maybe we add traits associated to resiliency to certain effects, and have them automatically put on jobs like doctors and security. This could be further expanded on, like making people who witness legion for too long going insane, or other such concepts. Then, expanding on different mental health statuses, like depression and anxiety, beyond just flavor text and open up avenues for more consequential roleplay. Please let me know your thoughts and feedback on this idea, as I am a player on and off over the years and I'm sure this has been brought up before.