If your skell dies, you have a chance to eject basically with the QTE, if you perfect it it doesn't eat an insurance use. As far as I can tell the AI always perfect ejects. No idea about fuel though, I've never come close to running out to see.
Each weapon you add should just art the art to your skill bar for it.
This thread's scrolling awfully fast, but I wanted to say that I had totaled my basic skell over three times before I gave it to another party member, and one time I screwed up while trying to stealth around level 50 enemies and she died I ended up having to pay the recovery fee for some reason.
I've been really digging the Mastermind class, with several effects that enhance my TP limit and a focus on keeping auras on others, group healing and abusing the two arts that deal a lot more damage if you have an aura on you (meanwhile, my character gets healed for 500 HP every time an aura is applied thanks to the enforcer's Buff Heal skill). All that that plus the TP aura that boosts ranged damage makes for a really natsy combo that dealt around 1K damage back when I started using it, and now that I'm level 30 it can deal a lot more.
Something I only recently realized is how TP actually worked. Before I was kind of puzzled at how some of my skills weren't abailable even when they weren't off of cooldown, but then I stumbled across the "TP Cost: 1000" description when I was leveling my arts up. The same thing happened with fashion gear and the way I was supposed to set augmentations, since the game didn't bother telling me how neither thing worked, and I thought the sub-menu screen was only for looking at your character model, since that's the only function it has while in the shop menu (I think).
By the way, I really like being able to jump around like a mountain goat to try and get into high places, so now that I've got a skell I'm even happier since you can go up practically anything if you keep mashing jump and finding the right slopes to step on. Another little trick I found is that you can always transform into vehicle mode as long as you've walked off a ledge, stall in the air for a split second with that and immediately cancel the transformation with jump to cover a nice extra bit of distance. It also looks to me like skells in vehicle mode can go up a couple steep slopes where you'd fall down if you tried to climb them while in biped mode.
Something I wanted to ask here is when you're given the ability to change the MC's physical appearance, and where that place is. For reference, I'm currently getting started with episode seven and am level 31.