Lots of mecha changes and additions.

- Added constructible Phazon parts and circuits to R&D machines
- Added a Phazon construction path
- Nerfed the Phazon greatly
 > equip slots down to 3 from 4
 > step_in up to 2 from 1
 > toxin punch damage greatly nerfed (from ~80 tox damage to ~20 per hit)
 > research levels required increased (materials 7, bluespace 6, power 6, emp 6, data 5)
 > research levels from parts reduced
- Fluffed out the Phazon in general (sounds, descriptions)

- Grammar fixes to mecha construction process - added a bunch of missing periods and articles
- Changed Durand construction to require a super capacitor and phasic scanner instead of advanced ones

- Buffed the exosuit extinguisher (now has 1000 water instead of 200)
- Buffed the exosuit plasma generator (now consumes fuel at half the speed and doesn't burn through masses of plasma in minutes)
- Moved the cable layer tool from medical_tools.dm to tools.dm (why even)

- Buffed Ripley's default armour (brute from 20% to 40%, bomb protection 80% instead of none)
- All Ripley variants now have the same lights_power 7 (from Default Ripley's 6, and Death Ripley's 60 which basically created a fully lit square around it)
- The default Ripley can now be augmented with goliath armour plates, up to 70% brute protection (plates drop if Ripley is killed)
- Goliath-plated Ripleys get a different sprite and examine-description
Fixes duplicate Ripley proc code, moves messages to switch() in Phazon damtype change code
Removes comments from combat.dm and phazon.dm
I accidentally the phasing
Fixes the bug with Gygax/Durand armour welding sprites looping infinitely
Manage Free Slots

Converts the nearly useless List Free Slots command to Manage Free Slots

From here you can painlessly add and remove job slots to your hearts content because the HoP is Dead/Shit/AFK/In Hiding

It can't be used before round start to make rounds with only clowns because of jobs.txt being applied at round start. Alas.
Renames the proc
I think this needs a changelog
Fixes secbot hunting, stunning and arresting maintenance drones that attack them. Secbot won't hunt them anymore, just like with silicons. Fix is done by adding a assess_threat() proc in simple_animal/drone that returns -10 (similar to silicons)
Fixes a runtime with flashes when they burn out without user, now they'll display the burn out message from the src instead.
A less gimmicky way of removing the attack message from goliath plates
Goliath plates are now NOBLUDGEON
Fixes some problems with the mime outfit sprites and changes the sprites for the bowler hat, money bag and unmined uranium.
Make radios garbage collect
Changes many span classes.

Replaces for(mob in oviewers) show_message()  with visible_message() when possible.

Fixes the absolute pathing in Ninja code.

Fixes facehugger attack messages being bold red for third party (only the first leap message will stay bold red for third party, for better visibility)

Standardizes vomiting message

Fixes mech occupant not receiving any attack messages when the mech is attacked.
hotfix for some clothing bugs
wizard repathing and jumpsuit code fixes
reverts wizard jumpsuit stuff
Replaces horrific switch() on labcoats in labcoat.dm, each labcoat HAND TESTED to ensure icons still work
Fix cyborg flashes being useable in flashers and cyborg heads.