I can't but help stress the effectiveness of 2 watchers in a scheme marker depend game.
It is very situation and because they only have 4 wounds you need to keep them well away from most things.
If you start them close to Hoffman then you do "Shake down" on one so you have a scrap marker available for the "Hydraulics" upgrade. You can then burn a SS or not if you have the right card to cheat for the trigger, then give one the "Hydrolics" upgrade and the other "Programmed Directive".
Then for the rest of the crew I normally run the following in a nice scary looking bubble.
Hoffman
-Field Repairs
-Arcanist Assets(even if you don't use any arcanist constructs I like to take it. I normally have an upgrade on the peacekeeper so I can use "Frantic Repair" to drop a scrap marker and Heal Hoffman or the Peacekeeper. Then I can use "Improvised Repairs" to Heal everyone within 3" of the scrap marker. That leaves 2 more actions to either add upgrades, machine puppet, or loop in more constructs)
Ryle
Peacekeeper
Warden or Hunter (if you want things to keep away use a Warden, or if you want to speed things up to you use a Hunter)
Mechanical Attendant (Keeps your bubble free of blasts, he also saves you having to loop in a better Df for Hoffman as he is always looped in and give a Df5)
Hoffman is such a useful support master, the only problem I have with him is he has so much he can do so deciding how to spend his three AP is difficult in the first few turns.