I really like the concept, I'd hope to see the same for all classes. I'd also love to see Chapter themed kits with Chapter specific wargear and abilities. Prices in LP in the examples are extreme though and will kill most, if not all, loadouts. Loadout costs are long overdue for an overhaul. Current charging 120 LP for a Ground Assault to equip + 1 stamina, which all GA should have by default, is absurd and the price extreme. The "one size fits all" wargear costs and items needs a revamp and I would hope "kits" would reflect the need for this revamp. GAs should get discounts on Stamina and have specific melee abilities to choose from. Tacs should get discounts on certain gear and abilities that help them perform their role. The same for heavies and supports.
The more I think about it the more I am certain that it should just be an extra loadout slot for "kits" that cost 0 LP. I only see it causing a lot of imbalances competing with your loadout gear, and I really don't see it balancing into the mix with it that well, more problems than anything else. The other reason is these 'kits' would really let you take class x and specialize it for a role, an even more specific role than what it does. This makes it so even multiple of a class can still offer a valuable function that another of that class currently can't. I don't really see it needing to compete for LP with the other gear, as the types of abilities it offers are more a battlefield preparation and squad cohesion. So what I'm trying to say is i don't see the gains of these kits being having much effect on your immediate combat skills. (ie, your not tougher, nor do more damage, nor getting free stats) Eldar though I would see it as Psychic Intuition as they are a race of Psyckers, Marines Advanced Gear focus, Chaos - Mutations, Orks ..... Tekz Stuff. Just not a fan of the name 'kit'.
I would love to have build diversity as a Devastator. One of my feedback points recently is the lack of same, you just pick your weapon and load up on as much survivability as you can afford. And this! This would really allow the kits to be balanced against each other, and become a proper choice. The rest of the wargear is then customising around your kits. Care would need to be taken with the possibility of using Wargear to counter any built in weaknesses of the kit.
Agreed given that EACH class for all Factions get an equivalent. I was thinking along the lines that kits can be a mandatory playstyle choice or a conscious omission for raw stats. @MichaelChan to evaluate either or
The thing I don't like about these suggestions is that these are all things that are already covered by your wargear loadout. So how you mod your weapon, and wargear for stam / armor regen ext, which all different from what the OP suggested, not affecting your statline, but giving you a function on the battlefield which doesn't affect your direct combat ability. Otherwise I could see some parts of your suggestion be tweaked for standard wargear options.
Fair point, I was just spitballing general kit ideas from the initial idea. Not all of what I'm suggesting could be covered in wargear alone though. But I did throw in some Activated Abilities that would achieve the same general idea.
I dont think that this kind of gear should be "free". If you want you should be able to sacrifice some utility for more offensive or more defensive power. Also all of these kits, especially the active abilities need to be visually reconizable. so for example if a tacical marine is using his auspex a stealthed unit still has the opportunity to back off. I also like the idea of having special abilities for veteran/elite units. I feel like these kind of abilties would make this kind of loadouts special. And not just a slightly more durable version of your normal loadouts.