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Control Action and Mob Control are both definitively worthless, because you need to spend a complex action to cast it and then a simple action to command them, and until you command them, they can act on their own. And their action will almost certainly be shooting you. Even without that, it's in effect a 2-action spell.
Mob Mind might or might not be useful, because it's unclear how it works. Namely - can people who have not yet been commanded act normally? If yes, it blows. If no, it is a pretty decent spell because you cast it and anyone who is affected stands around drooling, and you can then command them to do stuff.
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The control spells take two actions to take effect and have a duration measured in seconds. They are all basically worthless for the things you want to do with mind control: get an alibi, coerce someone into having sex with you, or gain pawns like in Syndicate. But they do last long enough for someone to OK a transaction, open a door, input a password, or in whatever other way bypass futuristic electronics on your behalf.
Control Emotions is thus completely worthless, because it doesn't last long enough for any emotional effects to be noticeable. Control Actions is mostly worthless, because all it will let you do is get someone to put their hand on a scanner or drive a car off a cliff or something. Control Thoughts is extremely situational, and is of primary utility in emptying out peoples' bank accounts. But that use is so amazing that your MC will probably have to nerf it unless you want to turn the entire game into "money laundering" as you try to second guess the popos while you empty out the bank account of every single person who crosses you and rapidly convert the money into a less traceable form at who cares what kind of loss rate and then turn around and do it again.
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