Controversal Suggestion, I guess.
Vitality greatly messes with the game balance. It has major impact on the perceived difficulty of the game. The same monsters on the same starter planet for the same character level can range from trivial to impossible based on the amount of vitality skilled. Already the first 5 skill points double your health.
Not skilling vitality is almost always a bad idea. Even as a crafter, builder or merchant you will encounter sources of damage sooner or laster and dying has a high penalty. Skilling vitality is a no-brainer. If you know about it. If you don’t know, you will have a bad experience playing the game. I bet most of the threads here on the froum about the game being to hard or about dying too much are from players without enought vitality.
I looked through the skill templates, all of them have at least lv 3 vitality. (Except the Builder, but i can tell you, thats a bad idea when building on a higher level planet.)
So here is my Suggestion:
Let vitality scale with the characters level to the amout of 3 to 5 vitality at level 50 and offer the rest as a percentage bonus deeper in the tree so that hunters and tanks can have like 200% or 300% more health.
To recap, this suggestion aims to reduce unnecessary frustration for new players and to clean the skill tree of an redundant choice.
A choice that can only be right or fail is not a very interesting choice in a skill tree, so get rid of it!
Ready for you opinions!