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
used zipcuffs name change
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
A less gimmicky way of removing the attack message from goliath plates
Goliath plates are now NOBLUDGEON
Fixes radiation levels getting stuck between 0-1, 49-50 and 75-76 (fixes #5304)
Replaces horrific switch() on labcoats in labcoat.dm, each labcoat HAND TESTED to ensure icons still work
adds kneepads to security uniforms and removes sec belt baton
Anomaly Event Changes

Increases the duration and occurrence rate of Anomaly events.
Anomaly cores now give better research values.
Bluespace anomalies no longer teleport anchored objects because it looks godawful.

If not defused, Pyroclastic Anomalies will create a red or orange slime.
Fixes a bug when reactivating drones where they wouldn't be removed from the dead_mob_list
fixes jumpsuit rolling for random jumpsuits
Merge branch 'master' of https://github.com/tgstation/-tg-station into EXPLODINGKNEES

Conflicts:
	icons/mob/uniform.dmi
Merge pull request #5347 from RemieRichards/LabcoatSwitchFix

Labcoat toggle() unfuck
Merge pull request #5200 from PatchouliKnowledge/Phazons

Lots of mecha changes and additions.