Balance fix tweak round2

Major changes, to say the least:

New traitor items:
-Mindslave implant; turns someone to your cause and makes them completely loyal to you (unless they've already been implanted by someone else!)
-Parapens have been nerfed; they're no longer an instant KO, that said, there's a certain something special about them now which justifies their increased cost

Other changes:
-Laser cannon nerfed heavily; it is now more like its namesake--will fire slower but deal more damage; overall DPS will be identical to regular laser
-Anomalies; you'll have a bit of time to deal with these now--it won't be "oh, flux..boom...well damn"
-Added the ability to slap people--this does NO damage, but is great for roleplay purposes if you want to get a message across without actually hurting someone.....that said slapping yourself IS going to hurt.
-removed random hairballs
-can no longer be spiders/carp
-snap pop virus removed (30 damage when you throw it at someone? Ridiculous!)
-Since genetics has received some major nerfs, the random clone damage for having mutations is now gone.
-Barkeep now has access to all base drink reagents (there were a few missing like milk, hot coco, lime juice, tequilla, etc); additionally, he'll have a couple more sprites for a few of his drinks

Map Changes:
-Autolathe restored to engineering and R&D
-Medbay now has the drink and food vendors it needs
-Glove cutters for medbay
-Canes restored to medbay
-few odds and ends added to maintenance.
-Chem dispenser will no longer start off broken (that said...expect future potential R&D nerfs)
-All Heads of Staff now have a megaphone and fax machine; existing fax machine have been renamed to be the proper department (Bay harmonization).
-All plasma glass is now GONE; the sole exception is toxins and the glass for atmos containment (only reason this existed was because of human controlled carp and spiders)
-QM gets his coins back
-More RCSes for cargo.