I implemented them.
Not sure how its complex.
1 upgrade given via launcher (then as an rgd)
Unit checks for upgrade.
Whats so complex lol?
Not how that is how it works anymore, there are several repair kit slot items in the RGD's. For example there are the "Light, Medium, Heavy, Xheavy" SLOT ITEMS and they are factional to. It's nonsense as how much health is repaired is based on the ability, not the slot item. Having diffrent slot item upgrades here is 100% pointless and adds room for needless mistakes. They are factional to... As in, all factions have their own sets of these 4 repair kits with Wher having 8 of them! As a result, it's a real pita to make the repair abilities cross factional!
Given what you just said, I doubt it was you who put it in like this because like you are saying all we would need (afaik) is exactly !1! slot item, not 20. Having 24 makes the server/launcher part much more confusing as well.
tldr, Unless I missed something someone did a lot of work putting in all these "upgrades/slot items" when they are quite pointless and add needless complexity.