Computers are incredibly freeform
Computer rules are somewhat sparse, because Paizo (smartly) didn't lay out an exact, limited list of everything a computer can do. What we do know is that computers in Starfinder are, at the very least, as powerful as modern-day computers, to give a frame of reference. The basic functions of Starfinder computers defines them as being able to be tools for pretty much anything a computer can do:
Basic Functions
Computers are good at storing data, making calculations, manipulating and sorting information, performing rote
tasks, and combining these tasks (often in the form of apps or
programs). A computer may be set up to perform any of these functions
in a general way, and it's impossible to define everything a computer
can possibly do. In general, computers can be treated as tools that
streamline tasks that would otherwise demand significant bookkeeping,
computation, sorting, tracking, or viewing, as long as the needed data
can be input. Such tasks are normally part of a computer's basic
functions(though the data they need might well be kept behind a
firewall, in a secure data module, or both), and ultimately it is up
to a GM to determine a computer's total capacity for performing such
basic functions.
A basic function can also control a simple device such as a
fire-suppression system, remote door. or a video camera—anything with
simple on and off functions. New basic functions of this type can be
added with a successful DC10 Computers check, though the GM has final
say on what an appropriate basic function is for a computer. Anything
more complex that would normally require a creature to operate must be
controlled through a control module (see page 215).
So on a basic level, computers can be used for a great many things, which are left to the GM. They can store things, be used for programs, and the like, as determined by the group. There are, however, a few things that are defined as things computers can do. To preface this, computers can have a tier ranging from 0 to 10, which determines what it can do.
- Control Module: Page 215. A computer can be built to control an object or robot, as directed. It can even be programmed to do things
on its own. When making attacks on its own, it has a bonus equal to
its tier (+0 to +10), and when making skill checks, it has a bonus
equal to 2.5 times its tier (+0 to +25). I can't emphasize more how potentially-strong this is: a computer can be set to make any checks, at a fairly decent (if not as good as a PC) bonus, so long as you set it up in a place to do that. You can use computers to fill in holes where the party didn't feel like investing skills, and cover all bases easily, with some investment.
- Secure Data Module: Page 215. A computer can cheaply be built with a data module, the cost of which depends on how broad the topic
is (up to a maximum of 1,000 credits, though the GM might rule that
some data is multiple large modules). This lets anyone take 20 on
skill checks to recall knowledge related to the topics the computer
has data on.
- Spell Chip: Page 215. This is a spell gem (Starfinder's version of a scroll) built into the computer. If someone is controlling the
computer, either directly or remotely, they can cast the spell
gem's spell through the computer.
- Artificial Personality Upgrade: Page 216. A computer can have an AI helper routine (non-sentient; just a very smart learning program)
that can be directed to make Bluff, Diplomacy, Intimidate, and Sense
Motive checks with a bonus equal to twice its tier (+0 to +20).
- Range Upgrade: Page 216. A computer can be upgraded to wirelessly communicate with and control another device at long ranges; 100 feet
for 5 credits, 1 mile for 50 credits, or planetwide for 100 credits.
There are also a small variety of hacking and anti-hacking measures, but those aren't particularly relevant to what a computer can be used to do (they're basically traps attached to the computer to protect against hackers), so I left them out.
In addition to the more freeform "build-a-computer" mechanics, there is also the basic comm unit:
- Comm Unit: This is a very cheap item that has, on top of being a tier 0 computer, the ability to wirelessly communicate through both
audio and text formats with any communicators on the same planet (and
into orbit). It also has a calculator, a flashlight, games, and
infosphere access.
Anyway, the main utility of computers, as I see it, is in their immense communication capabilities. On top of easy communication with anything on the same planet, they have access to the planet's infosphere ("similar to Earth's Internet, holding nearly limitless amounts of economic and cultural ephemera"), and all that entails. This access means you can take 20 on all knowledge checks to recall answers to things, provided you have 2 minutes and a computer to research on.
Starfinder characters will generally know most things about the setting, if they look, and this knowledge is gained by having a computer. Personally, I think this is the greatest benefit of computers in Starfinder, but overall, computers can do a lot, including handling skills the character didn't train.
Deadly wounds are hit point damage
The term (Treat Deadly Wounds) is used simply to describe that specific use of the Medicine skill to heal hit points, instead of poisons and diseases, or stabilizing a dying character. The description makes it clear what it's purpose is:
You can use Medicine to restore Hit Points to a living, wounded creature.
Its written that way so whenever another rule mentions Treat Deadly Wounds again, you should recognize it as being part of the Medicine skill.
Best Answer
A d2 is not actually a dice (some may argue otherwise). When a d2 is mentioned in PF books, you are told to use another dice (CRB) or even a coin (DMG) to calculate the odds.
I'm really not sure what prompted you to ask that question (May I assume it's sheer curiosity?), as there are no effects or abilities that increase your damage in steps in Starfinder, even Enlarge Person is nowhere to be seen (yet). Spells that increase your damage for a short period, actually add a specific number of dice to the total damage done, instead of progressing your weapon damage on a chart (like in Pathfinder), such as Supercharge Weapon (+4d6 additional damage).
We could easily say that, for players, there is no damage progression track (yet).
However, if you look at the rules for Designing Monsters and NPC's, you will notice that the progression is nowhere close to that of Pathfinder, where the developers appear to be more worried about the average result of an attack than the progression of the dice being thrown.
For comparison, I will put the CR and the average damage of both Pathfinder and Starfinder side-to-side (up to CR 10). You will notice that, while Pathfinder has a pretty number that they tell us to follow, when their monsters were designed, that table didn't exist yet and many monsters don't follow it a tall. So we have a number but we don't know what kind of dice combination could give us that number on average. But for starfinder, the table actually has dice values instead of numbers to aim at, which is better for GM's creating their own monsters and encounters.
Also keep in mind that, while it may seem that Starfinder monsters deal less damage than those in Pathfinder, that is because I removed the Str Bonus from the formula, as that is a variable that we can't exactly predict and will depend on the creature being designed. If you check Ability Score Modifiers on the Starfinder's table, you will see that combatants will start with a Str Bonus of +4 at CR 1, and go up to +8 at CR 10. But the exact value is left at the designer discretion for each monster. So the average damage per attack is very close between both systems.
Remember the problem where monsters in Pathfinder didn't exactly progress their damage unless the designer paid special attention to that table? That is partially fixed in Starfinder when monsters gain a bonus equal to their CR on their damage rolls.
Similarly, players get a bonus on their damage equal to their character level (ex: level 4 soldier adds +4 to damage rolls), starting at 3rd level. For small arms and operative weapons, this bonus is equal to half your character level. This is called Weapon Specialization and applies to all weapons that your class is proficient with. This mechanic tries to keep player's damage progression up-to-date with their level progression.
In other words, Starfinder uses a more linear progression based on static bonuses, rather than increasing the dice "size" being thrown.
How about weapon's progression based on their item level?
Weapons mostly don't add any static bonuses to their damage, but add a few stacks of dice instead, which the character will then add their own bonuses to it. But for each weapon category, this progression is different, with small weapons being slightly weaker than longarms and melee weapons, while snipers and heavy weapons are slightly stronger. The exact item levels that a weapon progresses to another damage step will vary a lot and we can't really create a progression without listing every specific weapon.
Also, assume that Kinetic damage is always slightly stronger than Energy damage. So when a small arms deal 1d4 of Fire damage, other small arms of the same level will deal 1d6 Piercing damage. There are times when the weapon damage goes down, to compensate for special qualities on that weapon.
To exemplify, I took note of the average damage for small arms and heavy weapons as item levels went up. Sometimes a step of damage shows up at the same time as another, when half the weapons are of one step and the other half of another, I will split the progression.
Smallarms: 1d4 -> 1d6 -> 1d8 -> 2d4 -> 2d6 -> 3d4 -> 2d8 -> 3d6 / 4d4 -> 5d4 / 4d6 -> 3d12 -> 8d4 / 4d8 -> 5d8 / 6d6 > 4d12 -> 9d6 -> 5d12
Heavy weapons: 1d8 -> 1d10 -> 1d12 / 2d6 -> 2d8 -> 2d10 -> 3d8 -> 2d12 4d6 -> -> 3d10 -> 4d8 -> 6d6 -> 4d12 -> 6d10 / 5d12 -> 7d8 -> 8d8 -> 9d6 (*) -> 8d10 -> 7d12 -> 9d12 -> 10d10