1) Once in awhile we'll include some of the abilities we're playtesting for an upcoming book, but other than that it all comes from Pulp Alley or Perilous Island.
Sometimes folks will change the name of an ability so it better fits a specific character, but the ability 'rules' are still found in a published books. For example I recently gave a couple German soldiers and ability called SMG, but this is simply the Burst Fire ability.
2) I think the easiest way would be to take the Bastion of Science perk, then make a Ally or Follower with Clever, Crafty, or Specialist - and call him an Inventor. So whatever you roll/select from the Gear bonuses before each game (Utility Belt, Gadget X, Smoke Grenades, etc) can be assumed to be one of the Inventor's devices and may be used directly by the Inventor.
A utility belt only requires 1 Gear point, so with Bastion of Science you are almost guaranteed to contrive one of those out in every scenario -- if you wanted to do so.
Our Gadget rules might be an even better fit for what you're wanting. And we're expecting to have those rules and a new Gadgeteer ability in the Pulp Vehicles book, so if you'd like to playtest the Gadget rules for us, then please send me a PM.
For robots, I think there are several good abilities that can turn Allies and Followers into walking men-of-metal -- Mindless, Reanimated, and maybe even Noblesse or Unearthly, are some that spring to mind.
HAVE FUN
Dave