I have no idea why Savage Rifts has captivated my imagination so much. Perhaps it's how the game strives to let these three characters run in the same group, and all have things to do. The vagabond, basically a hobo
A full-conversion cyborg
Oh you know a FUCKING DRAGON
In the original game you can take a look at the equipment for starting characters. Glitter Boy pilots start with a Glitter Boy, a 10-foot gleaming power armor suit with an incredibly powerful Boom Gun. Juicers start with their biocomps and their US-football-pad-looking armor and their variable beam rifles. Vagabonds have like a laser handgun and soap. There is a long list of Vagabond gear and it reads like the kind of thing a homeless survivalist might have. We can safely assume the Glitter Boy pilot doesn't smell terrible (unless she's been stewing in her armor for a week), but with the vagabond, we have to be reassured, and the equipment list does that. Soap.
Anyway, marrying this insane setting to Savage Worlds meant that our author, Sean Fannon, and his cohorts and compatriots were going to balance out these different OCC/RCC classes. Dragons and vagabonds, living together in harmony, both contributing to a party of adventurers.
Having made some characters with the Player's Guide, they may be getting there. I doubt a vagabond or a wilderness scout can punch-out a combat cyborg, but that's not really what their role is. But it does seem like the MARS characters (Mercenaries, Adventurers, R?, Scholars) are seasoned skill-hounds compared to the other characters, who are quite gifted within their narrower focus.
I'm really looking forward to more; I hope to start posting some sample characters I wrote up, trying to learn Savage Worlds and the Rifts-specific rules.