There was some discussion on what uniques a Technican could mod but no depth into it yet. Currently, Cybernetic Armor is fully moddable, while Railgun and BFG 10K can take basic assemblies and an extra mod after. My suggestions are let Frag Shotgun and Jackhammer take a basic assembly too (which is either Plasmatic Shrapnel or a single mod), and let Revenant's Launcher be fully moddable, which probably would be strongest in Nanomanufacture without being broken. Maybe also have Anti-Freak Jackal take a basic assembly too.
I would agree with these suggestions, perhaps allow the GCB and Medical Powerarmor to take a single mod or basic assembly for Technicians too? Neither sound like they would get crazy, even if the latter gets the proposed buffs. I would maybe throw in the Necroarmor and Shielded Armor for being able to get a single mod/basic assembly as well, though those ones being moddable doesn't sound quite as fitting but would be within reasonable balance.
Thinking more about Environmental Boots, despite already making them BBT, I still think they wouldn't get used too much. How about buffing the resistances to 95% for both acid and lava, so players may opt for them over Cerberus Boots?
I'm not opposed to this but it wouldn't really change much; every pair of boots except for Steel Boots and Acid-Proof Boots already reduce lava damage to 1 with this assembly (the 75% resistance brings lava damage down to 3, so you just need 2 protection to bring it down to 1, which all the other standard and exotic boots already have). I suppose it would help them protect a bit better if they get damaged (notably yellow-damaged Gothic Boots with 47% fire resistance would still reduce lava damage to 1), but I don't think that is going to make anyone assemble them over Cerberus Boots. Making the assembly no longer require Power mods is the best we can do, so that people in the standard game looking for budget Cerberus Boots have an option without having to expend their precious Power mods.
I think Speedloader Pistol is pretty wasteful to only decrease reloading speed from 1.2s to 0.6s with no other changes. What if it were 0.4s instead?
I'm not opposed to this as I always found the assembly underwhelming, but I've seen people before swear by making them (particularly at the start of AoMr with a Technician courtesy of their free Technical mod). Would like to see Pistol specialists chime in on this.
I think Power Armor is expensive for not doing a whole lot overall. What if it tripled the original resistances instead of just double?
I disagree with this, Powered Red Armor
is very good; it's really hard to beat an armor with 5 protection, 50% fire resistance, 25% melee resistance, no movement penalty, and regenerating durability (it essentially combines the Fireproof and Ballistic Armor assemblies together on Red Armor without the drawbacks, alongside a bigger speed buff than an Agility mod provides, half a Power mod, and 5% regeneration rate instead of the 2% just a Nano mod would provide). As a basic assembly, It also doesn't require Whizkid nor additional mods, and so is fast to make (if you get a Nano mod from Armory/Deimos Lab, you should be able to make it immediately if you didn't use a non-Power mod on your Red Armor yet or found another one). It's just that having very good armor is rarely going to be more desirable than the infinite ammo weapon or the insane speed boost of Antigrav Boots you can get with a Nano mod, short of the armor giving you literal IDDQD. I'll also note if you tripled the fire resistance to 75%, it would reduce nearly
all fire damage to 1, with only very high damage rolls from Rocket Launchers being able to do more than 1 damage to it, which would crib on the Fireshield's niche. The only thing I would change about it is removing the knockback reduction, since Powered Red Armor is great armor for rocket jumping, but the knockback reduction nerfs it.
If you want to make Powered Blue Armor and Powered Green Armor actually possible viable options for this assembly however, perhaps you could make it so Powered Blue Armor gets tripled plasma resistance (60% plasma resistance could merit some consideration for an armor that would otherwise be outclassed by Powered Red Armor), and quintupled resistances for Powered Green Armor (well 75% Bullet and Shrapnel resistance still wouldn't save it, but reducing practically all damage from Formers down to 1 is something). I don't know if you could program it that way though without turning each of them into their own distinct assemblies (which would add unneeded annoyance to the Technician badges).
New exotic suggestion: Acid-Proof Armor, which is 3 Protection, 95% Acid Resistance, -10% move speed, and everything else normal. This would be a fairly unique armor that provides a difficult resistance to obtain, and allow for more options beyond Cerberus Armor in everything.
I like this idea, I'll note 80% acid resistance with 3 protection is enough to reduce even max damage Baron/Bruiser balls down to 1, so you could go with that to keep the rounding numbers when damaged clean. 95% works however if you want to maximize protection while the armor is damaged.
New exotic suggestion: Glass Shield, which is 0 Protection, 75% durability, 80% all resistances, but cannot be repaired or modded. Basically like the other shields, but with less lasting power and more well-roundedness.
75% durability is a weird number, and it wouldn't have that much less lasting power than other shields, especially when you won't have to worry about non-resisted hits getting through to take a big chunk out of it. I would go with 50% durability.
New exotic suggestion: Glass Armor, which is 0 Protection, 50% durability, 50% all resistances. It would either become Cybernano Armor, which would require committing to it and being expensive, or otherwise going with AOP/AOT/OPT.
I'm ok with this.
New assembly suggestion: Grappling Armor (BA), which is original +30% melee resistance and knockback -50%. This can be a nice early armor for melee characters, and would make use of a Bulk + Agility assembly, which is the only basic mod pack pair that doesn't exist as an assembly.
My concern is how this would largely overlap with Ballistic Armor in functionality, except you trade the less important bullet and shrapnel resistances for a big knockback reduction and no fire weakness. At least if my proposed Ballistic Armor buff goes through, Grappling Armor wouldn't be the clear better choice, so I would be sorta ok with this, though something a bit more unique would be preferred.
New assembly suggestion: Sniper Rifle (BAS) (Chaingun only), which is exactly the same as a Chaingun, but it has the auto-hit property. It'd give Chainguns a better buff for middle and late game, and wouldn't be too insanely overpowered I think.
Considering how outclassed the Chaingun is by the Plasma Rifle, I think it's ok to give it something, so after the early game it's not just there for rapid fire builds to conserve cells. And I agree a Chaingun with autohit wouldn't be broken, it could be changed to only firing two shots per burst if people think it would be too powerful. It also would be canonical with Doom, where double-tapping the Chaingun is the best sniping weapon :p