If it's the place for GK rolls, I'll put down mine too:
1. How to recognize and resist mind control (especially squid mind control). Mind control = any PSI attacks involving my mind (accessing my memories, trying to control me, etc.). Methods of learning this: movies, conspiracy websites (if such a thing as a 'website' exists in the REKT universe), perhaps a few genuinely legitimate resources (but my character wouldn't know they're any more valid than the rest), pestering "them scientists down at the labs, them nerds probably know this crap", if I find out there's any other 'wizards' on the ship (Ishmael, Saoirse), cautiously ask them for some information too.
2. Common squid military equipment. What kinds of weapons do the regular mooks use, what do the elite ones use, what kind of nasty superweapons does the evil hive overmind have at it's disposal (note: the GK roll should be for the first two, the last one Tal can make something up - or I can, of course). Methods of learning this: movies, of course. When I see a new weapon, take a picture with the PDA and mark it down with some name (e.g. "Purple death ray shooter"). Make a note of which weapons are the most common, if the squids obviously have some kind of preference when it comes to the type of weapon, etc.
3. Try and find out if there's any cool tricks I can do with the gravgun. Methods of learning: pestering the scientists, looking up the gravgun schematic (or the closest that comes to that) and trying to find something out based on that. Note: tricks don't necessarily have to be intended - dangerous, completely unintended 'tricks' are just as valid.
EDIT: Additionally, I've decided to upgrade my charisma by 1. Honestly, I know it won't be terribly useful (especially since my character isn't exactly the diplomatic type), but similar to my Willpower upgrade, it's more for RP purposes than practical benefit. Sorry for making you update my profile twice, and hope it isn't too late!