After finishing the DC here's my take, hope it helps. (Edited after major dumbfuckery, you can take only 1 quirk).
- Animal Husbandry - terrible, Animal Whisperer is an useless skill and a total waste of skill points
- Ascetic - bad, +5 skill points is a pittance, read up on meta and half-way through you'll have more points than you can use, +1 Attribute is nice but not being able to use trinkets is bad
- Asshole - the Ass skills are generally just cosmetic, giving you a handful of XP or loot here and there or saving you a couple of fights (the only exception is the Smart Ass check at the end of the Ag Centre rescue that'll give you a permanent healer which in that stage of the game is very useful) so this Quirk is kindda whatever. I still wouldn't pick it because doing the Ass checks is fun and you'll have more than enough points to max them all out anyway.
- Brittle Bones - excellent, take it for you Assault Weapons users, so they have 12 AP total, and they'll tear shit up. Movement penalty is not very important in their case. Don't take it for your sniper (won't be able to shoot twice per round anyway since a sniper shot is 7 AP per pop) or melees obviously.
- Delayed Gratification - terrible, you'll need all the skill points you can get in the first 1/3 of the game. And half-way through you'll have more points than you'll need.
- Disparnumerophobia - potentially great (haven't tried) if you level up only every second level. Delayed levelling might not even be that much of a problem since you generally level up quite fast.
- Fainting Goat - on Ranger and Supreme Jerk very good, could be an annoyance in AZ since the mobs are not that dangerous but from LA on when most mobs can two-shot you it can be a lifesaver. On lower difficulties bad.
- Manic Depressive - haven't tried but it looks like an excercise in masochism. In the case of Attributes 1 point can make a big difference for all sorts of stats, including AP, initiative or skill points per level.
- Mysophobic - quite good if you develop the Field Medic skill for at least two of your toons, which I strongly recommend anyway.
- Opportunistic - terrible. You're basically throwing away 2/3 of your average damage for no good reason.
- Psychopath - irrelevant, after a couple of levels your melees will have full hit chance AND very high crit chance anyway.
- Raised in the Circus - nice for your melees. They don't need the leadership bonus since they have 100% hit chance from very early on anyway and evasion is extremelly important for them, expecially from mid-game on.
- Repressed Rage - terrible, not being able to crit normally is just an awful malus and from mid-game on, on higher difficutlies, a crit in your face often means speedy death.
- Thick Skinned - excellent for your snipers, assault gunners (if you don't take Brittle Bones for some reason) and even shotgunners (if you take a shotgunner which I recommend against since shotguns in DC are terrible). Being able to constantly keep ahead of enemy penetration capability is extremelly useful.
- Twitchy - quite nice for your melees, hit chance is not a problem for them, but Raised in the Circus is probably better.
- Two-Pump Chump - on higher difficulties you WANT to end most fights within 3 turns anyway so it could be potentially good for your assaulters. But Brittle Bones is probably better.
- Unlucky - can't say, haven't tried.
- Way of the Squeezins - terrible, Squeezins are very rare and expensive. Worth considersing maybe for your energy weapons users but energy weapons are bad in DC, or more precisely Assault Weapons are much better.