The phaser is better.
The zap gun is shitty, but consumes very few
*. I included it mostly to give the G a ranged weapon. It has a chance of stunning but it's proving useless, so I'll have to tweak it in a future version (or maybe even remove it and give them laser pistols)
The chameleon suit grants you 20% concealment, "handled kludgily in ApplyConferredResistances" as Cyrus comments.
The superhero cape grants you moar speed and protection against a type of damage.
I'll look into writing a function for examining items, a la (D)rop, that brings up a menu to select what do you want described. For monster I guess the easiest way would be extending the / (look there) and : (look here) commands, but I don't know if I'll be able to implement it for 1.6 (The "current" version you downloaded is halfway between 1.5 and 1.6)
About which skill does a weapon fall under, yes, it'd be GREAT to know
I guess I *must* implement that sooner or later.
Thanks a lot for the feedback! I'll try to give you a review of your ruby game later today or tomorrow.
Today I've implemented the Pyrokinesis power, which had a placeholder in the original game, but haven't tested it yet.