Hey, welcome.
The F1 table is up to date I think. There might be one or two bots not entered in yet.
Shooting cost is defined as a chemical emission cost, which is defined in the physics and costs page of the options screen. It's default is 2, which is quite low, so shooting nonstop won't be a huge energy drain.
Viruses are stopped by slime. There's an attack-defense for every attack. Ties and Viruses -> Slime. -6 shots -> shell, -1 shots -> poison. I forget which is which for info shots (positive shots) and venom. If anything in the previous sentence didn't make sense to you yet, don't worry, it's fairly advanced stuff. If you build 100 of each you'll be fairly safe (if not a bit slow and built like a tank).
.in works like refnrg, or any other ref variables. They only update when your eye5 is looking at something. Then they update for what you're looking at. The only problem with using it as a conspec recognition system is bots who reflect whatever they see in their .ins into their .outs. There aren't many, but there are some.
A better way is using memloc/memval. You set memloc to a memory location, then use memval to read back everyone's values at that location. Much harder to spoof (it's what I use).
Viruses can be constructed that work like a regular weapon, but after a while it ends up just degrading everyone in the field (Helios is a good example of this). A better way is just to create a self replicating virus that you're immune to. I've done some posts and bots playing with that idea. Spanish Conquistador has such a virus, but it's fairly complex, even if you're pretty good with the stack (although I did try to comment it well).
Tetll me if there's something you want me to go over more thoroughly.