The equipment like this is pretty much a NPC, as its a robot. Thus the requirement for extra info. As any robot needs for most games that I have seen.
Problems:
Dex 0: yes that needs to be increased, bad me. Though its immobile for travelling it has mobility for movement. I gave it dex 10.
(It only adds 9Kcr to the final total)
I also needed to add accuracy to the robot, so it ends up with a +6 TH figure.
I added an "Immobile" pull down that makes the speed 0 on the sheet.
Also noticed I need to put the actual skills scores in, not their assistance bonus. It operates by itself and thus uses them as is.
I also missed adding armour use mods, so the final AC goes to 14 not 12, not touch or FF.
I am still learning myself for this, and its is still in development, so
for commenting.
Session time:
During the play testing the combats basically run pretty much as long as my D&D 3.5 combats. There is some up front paper work, but that is required for NPCs in D&D as well, so its not that big a deal. And once made and written down the stuff can be used again easily.
As with all my combats they can last minutes or hours depending on the level and combatants.
You need the data, like you do for all weapons or NPCs the spreadsheet is my basic way of making the gear, but you don't really require the spreadsheet.
The combats are simple and easy still to run, the detailed bit occurs before the session. As this is robotic and thus an NPC then it needs to be treated that way. It can be adjusted for the encounter by altering the gear in it to adjust the AC or TH or skills etc.
If this was just a gun which is under control of a PC then it would look very different as it would only have some of the stats shown.
I hope one day it will be more user friendly, but that would involve someone who knows about that type of stuff