Basically, the new kit refinement suffers from a few problems. Unreliability via global cooldowns to start with, and two thirds of the abilities aren’t even related at all with the kit itself (flamethrower and bomb kit are the exceptions).
So i would say, remove those effects on swap and their global cooldown.
Instead, with the kit refinement trait, buff their toolbelt skills.
That trait tree already focuses on the toolbelt anyway, so it would make sense. Also, seeing as the toolbelt skills are activated by the player, it would remove the unreliability of the current KR.
For example, Healing Mist could also provide a single condition removal this way (giving a kit build some condition removal we currently lack, aside from the super elixir). Incendiary ammo could process a flame blast (like the superior sigil of fire’s one) in addition to the burning. Bandage self could also give, like, 5 seconds of protection (can’t be too generous here, due of the small cooldown of the skill). The Throw Wrench skill could stun enemies for a second or two (again, low cooldown).
Grenade Barrage and Big Ol’ Bomb could be trickier. The first may be changed by reducing the spread, so to make a “focused” grenade barrage; or it could toss grenades of different types, thus empowering it via condition damage, but not making it too powerful for glass cannons (since they probably won’t have a lot of condition damage anyway).
The Big Ol’ Bomb…what about giving it the current effect of KR from bomb kit? As is, it could pull the enemies toward it and then explode. Otherwise, it could add burning and some stacks of bleeding.
Anyway, the matter is, it would be reliable, the effects would be actually related to the kits, and making it change toolbelt skills would make it more appropriate for the traits tree it is located in.