Okay, well, the fact that changes in stats apply only after turn's end and the implied changes in DC also following same trend is all I needed to know. Thanks for clarifying.
Anyways, here's my plan. While laying in bed, I had a neuron activation moment of "Wait, why do we even need stewardship?" Now, I don't know if "funds" on Cass's charsheet is still accurate (it probably is zero instead of one), but let's not worry too much about it for now. Surely we won't need money next turn, right?
EDIT: Unfortunately, we can't do that, which is sad, but plan still works, I think. But at least we learned Cass still has her pocket change. Woo.
[] Plan: Instinct Work
-[] Martial: Visit the Hill
-[] Diplomacy: Get Closer with the Treehouse Boys
-[] Stewardship: Get a Part Time Job
-[] Intrigue: Investigate Why the Entertainer's Shack Was Locked (Buzz-Buzz)
-[] Learning: Observe the Aggressive Wildlife
-[] Buzz-Buzz: Learn More About Human Technology.
EDIT2: Changed my vote once again, see discussion below for reasoning.
[X] Plan: Hanging with the Treehouse Club
Martial: I have a feeling that visiting the hill (by previous experience) will inevitably involve fighting some local wildlife, which might help us PSI-wise (either pushing us over the edge and giving us a technique, or figuring out how to use PSI mid-battle, potentially adding PSi score (or at least some of it) to our martial actions. It probably more likely to happen if we just fight the wildlife without going to hilltop, but who knows. I can only speculate.
Hill doesn't seems that important now that we learned Mr. Treasure Hunter lives there, and seen the tablet, but it still might be important, at least partially because retrieving the drop pod might help cover Buzz's tracks (though it might be a bit late for that), or convince others that alien invasion is happening. Either way, I'd like to tie up this loose end.
Diplomacy: Talking to Porky is something I want to try, but also talking to treehouse kids and testing the waters, to see if they're open to the idea of joining our faction, or working alongside Buzz-Buzz.
Stewardship: We're low on cash, we have nothing better to do with our stewardship action, and having some money might sweeten the deal to get Porky involved.
Intrigue: Easily our worst stat, so having Buzz-Buzz here helps, and investigating the entertainer's shack is quite important. More evidence to support our claims that things aren't quite right, and might open up an option to (attempt to) visit Sanctuary.
Learning: I don't think creating our faction is something we can do next turn, or even the turn after, which is why I think we can delay researching organization types, and instead focus on observing the wildlife, which might lead nowhere, or it might provide us with some insight (and more evidence to help create a faction). Plus it just makes sense to observe wild life after beating the crap out of it. Now, you might say, "if it might provide DC reduction for visiting the hill, wouldn't it make sense to do said visiting after observing?" Uh, maybe. Counter-point, beating up crows and getting that sweet taste of revenge.
Anyways, I am just throwing out an idea. I don't think this plan is the best by far, but its the one I consider to be interesting.