So, without fail, I get paused every time I have to make an outpost choice. I've read the guides, I know I can change it later (for no real benefit other than to waste 10k gold), doesn't change the fact that I sit there and mull over the architect table.
A few of these choices seem obvious, but maybe they aren't? I've been wondering what people picked and why or if one choice has a benefit later on I haven't considered.
Gorgrond
Sparring Arena or Lumber Yard
This one has to be the biggest obstacle for me. The shredder is generally fantastic, but I thought the quests for the arena were more fun. Plus, you can get away with not having the shredder if your class can comfortably solo elites (I'm at the point where I think getting the shredder on my casters is possibly mandatory) and some of the champion buffs you get (although too short lived) are really nice.
However, I've never done The Pit dailies, is the shredder something that makes a huge difference navigating there? I figured at level 100 I'd probably out-power the shredder and having a champion + buff would be more of a combat advantage.
I'm undecided about the followers. I think I've used the ones I got from the lumber yard far more than the one I got from the arena though.
Talador
Arcane Sanctum or Arsenal
This one, honestly, I don't see the benefit of having the sanctum at all. I always have an abundance of followers who can counter spells (sanctum), while I am usually in need of ones that counter massive strike (arsenal). Plus, the DPS of the artillery is so much more than the guardian orb. The initial quests for whichever one you didn't pick are a bonus objective, so you don't seem to miss out on anything there either.
Spires of Arak
Smugglers Run or Brewery
This is another one that seems like there's not much choice to be had. Both benefits of the Brewery are extremely short lived (exp bonus & teleportation within the zone). Whereas the Smugglers Run vendor sells a 28-slot bag, treasure tracking items, a nifty follower, a toy (if you don't already have it), etc.
As much as I've wanted to try the Brewery for a different experience, it seems like a waste. I have no need for the skinning trait follower it provides either. I don't know if questing is any different as I've never chosen it.
Nagrand
Tankworks or Corral
Much like Gorgrond, this choice seems situational based on class.
The tank is a lot of fun, especially if you were like me and chose to level an elemental shaman first. >_< It goes surprisingly everywhere, even inside huts, caves, and narrow corridors. You can loot while in it. The attacks do massive damage (great when your character does not :P). The downsides are if it 'dies' you have to wait 10 minutes to resummon it and I think it doesn't move at epic mount speed.
My only experience with the Corral is as a feral druid, which is basically god mode, it's fantastic. Not sure what it's like for other classes. I've read that you cannot cast while moving, so that seems like a downside, and as melee I'm not sure what difference it makes. Seems like as a hunter (or other class/spec that does a lot of kiting) it might be nice. I suppose if you're not playing a low dps character choosing it over the tank wouldn't matter much anyway.
I don't recall there being any followers tied to the Nagrand outpost.
So, what did you pick and why? Did you love or regret it? Did you learn about hidden benefits of it later?