I made a post suggesting this before, but it was too long and wasn't the clearest of post. So here is the short version.
We have been seeing a few reworks lately for other professions and I was thinking about how engineer could be reworked to make it more interesting. The engineer profession mechanic is the tool belt, but I feel that tool belt skills are rather lackluster for a profession mechanic. They are basically weaker versions of their utilities, and don't really offer a core mechanic that skills and specializations can interact with in any interesting way. All other professions have core mechanics that are deeply ingrained in the way the class functions. Just look at scrapper and holo, and compare how much they interact with the core mechanic vs most other elite specializations. Kits are what set engineers apart from the other professions and would make a much better core profession mechanic.
Kits would make a better core mechanic by providing a foundation for structuring builds. Also, the devs obviously had kits in mind when designing the engineer if you look at the lack of core weapon sets and weapon swap capability. Making kits an official profession mechanic would give elite specializations a mechanic to build upon. Take holosmith as an example. Photon forge is basically another kit, and the specialization functions really well. Some people don't like holosmith as a engineer specialization, but that is mainly due to the faceroll nature of the "kit" and not the mechanic itself. Personally, I feel that having access to the tools of photon forge without needing to sacrifice utility slots works really well.
As for how to implement the class mechanic, I have a few ideas. The kit slot could take up F5 just like photon forge, and elite toolbelt skills can be removed or integrated with the core utility. Or, the kit slot could utilize the weapon swap button, and you can keep all toolbelt skills. If you don't like the idea of single kit builds, then maybe swapping out more toolbelt slots can be an option. In my opinion, kits would function much better if they were optimized for single use rather than multi use. A single dedicated kit slot would allow kits to be buffed so they are on par with weapon sets without worrying about making them overpowered in multi-kit builds.
Granted, this would create a void in engineers utility skills. However, maybe this would be a good opportunity to provide engineer with the tools that it is missing. Here is more detail on my thoughts for utility skill and specialization changes
What do you guys think? What new kits would you like to see? What would a scrapper kit look like? What utility skills would you use to replace kits?
EDIT: Sticking this here so my current suggestion is more visible.
@Zex Anthon.8673 said:
After some more thought I will have to agree that multi-kit swapping is rather important to the kit mechanic. Even on holosmith I find it useful and fun to swap between photon forge, a weapon set, and a kit. That being said, I notice most builds on metabattle run no more than 2 kits with the exception of raids and fractals. That is mainly because those raid and fractal builds cycle through each kit to take advantage of a few high dps skills. In my opinion fixing the number of kits would allow for some much needed buffs and will make more kit skills relevant in all game modes.
I would suggest removing/integrating the healing toolbelt skills and have f4 and f5 keys bound to selectable kits. This way the three utility slot toolbelt skills are preserved, and every build can have two kits for a wide range of tools. Builds could run any combination of offensive or defensive kits. Elite specializations could reserve f5 for their specialization specific kit.
Forcing the elite specs to use their unique kit would create more diversity between the core class and the elite specializations. Thus, builds that use two core kits would be unique to the core class.