Everyone has their own racial characteristics, has access to 3 abilities, and can use all weapons. What I am questioning is the point of giving a select few vastly superior weapons with no tradeoff whatsoever. Would a Volus Engineer, who can use the GI version of the Talon (or whatever), make the GI - or any of the other kits you've mentioned - look bad?
You can also turn things around: Would the Destroyer become a worthless PoS without DM's weapon bonuses? Or Infiltrators when you remove TC's damage boost? Is HM without the accuracy and RoF stuff garbage?
I believe there seems to be some confusion between weapon(mod)s and abilities here. For example, I like the MM Saber but completely fail to understand the point of having only 2 character choices if I want to use it (and be unable to do anything but shoot for the entire match). Why can't I use the MM Saber on my Justicar, Batarian Sentinel, FQE and so on?
When you completely remove all weapon enhancing stuff from powers and move them to their appropriate place (the weapon modding workbench) you:
1. Get much more (weapon) customization options for everyone.
2. Create room for abilities that can be used more frequently than turning it on at the start of the game, which will:
3. Add more options for the player in combat.
4. Reward player input instead of simply selecting a kit that deals more damage, faster, at ridiculous range, and without the need to properly aim.
5. Make it very easy to balance weapons.
Everything you can do today can be done after you rearrange stuff (ergo, moving all weapon enhancements to the (weapon) modding section). I can't see any disadvantages at all, unless the point is to create (a couple) kits that are miles ahead of the competition for no obvious reason (which I consider a bad thing BTW).
Thank you for your well thought out response, unfortunately you are completely and utterly ignoring my previous criticism. Namely that you cannot pick the ability MM in itself, you have to pick a kit, either TSol, or QSol. So MM as a power (which has no cons, but few power has cons on the first place) is tied to a kit which has cons and pros but mostly cons when it comes to survivability (see my previous list, which you also ignored). This is a constraint on using MM. You are ignoring this constraint and pretending that MM exists independently of this constraint.
Also this constraint creates trade-offs. Yes, some of the cons tied to Tsol can be cured by gears or consumables but only at the cost of trade-offs. Do you want cyclonics or adrenalin mod? Do you want geth scanner or AC? These trade-offs are tied to the specifc kit. You are ignoring these trade-offs. Other kits do not have these trade-offs. Geth do not have the trade-off between geth scanner or AC, krogans with their shield and health need no cyclonics they can go with adrenalin, power or whatever mod you want, etc.
What you are proposing is the removal of this constraint hence the removal of the trade-offs that comes with this constraint. Krogans with twice the health than the TSol, with more shield and with some additional DR using the TSol's raider? Now, this would be OP!
But do not worry, this will not happen because as soon as you move MM into the weapon mods (thus removing the currently existing constraint) these weapons will be nerfed accordingly (i.e. RoF, accuracy, etc). What will you achive by this move?
1, You will reduce the variety of existing kits because there won't be any weapon platforms as we know them today.
2, you will frustrate those players who does not have the newly introduced weapon mods but have a worse (nerfed) weapon instead.
3, you will even limit the choices of those who have these new mods, because these mods will be more or less madatory (like the shotgun smartchoke for most shotguns) thus there will be only one slot left for the other mods (piercing, magazine, power, etc.).
In other words you will achive the very opposite of what you claimed as your goal.
As for the specific claims:
1. Get much more (weapon) customization options for everyone.
2. Create room for abilities that can be used more frequently than turning it on at the start of the game, which will:
3. Add more options for the player in combat.
4. Reward player input instead of simply selecting a kit that deals more damage, faster, at ridiculous range, and without the need to properly aim.
5. Make it very easy to balance weapons.
1, As said this move would actually limit the options as some mods would be more or less mandatory.
2, Which does not hold for MM, because you cannot simply turn it on at the start of the game and stay in MM.
3, The TSol already has the exact some number of options as most of the other kits (i.e. 3), moreover these are on competing cooldown.
4, LOL, you don't have to properly aim with the TSol?
5, If under balance you mean nerfing them, then surely it will result in an easy nerf.