I agree with you that kits are the primary mechanic of the class.
Except of course that they’re not. If they were they would be like the other profession mechanics and either A; occupy the F-bar, or B; work as some form of passive effect of our weapon skills (see: mesmer illusions), or finally C; act as an overall passive effect or gauge (see: thief initiative and guardian passive virtues). The simple fact is that the way the game is designed you can’t go into combat without your “primary mechanic,” yet engineers are fully able to enter combat without a single kit on your skill bar. Likewise all other profession mechanics are available in some fashion from level one, providing an opportunity to learn how said mechanic works. Oh, and let’s not forget that every profession’s final trait line has a passive statistical buff specifically relating to said mechanic such as the guardian’s Virtues trait line buffing Virtue recharge rate, the ranger’s Beastmastery buffing pet attributes, the mesmer’s Illusions line reducing the recharge of Shatter skills, and the warrior’s Discipline reducing the recharge of Burst skills.
So let’s review…
Do engineer kits occupy the F-bar? No.
Are engineer kits an aspect of weapon skills? No.
Are engineer kits some form of passive effect? No.
Are engineer kits available right from level one? No.
Are engineer kits an “always-on” or otherwise always-available aspect of the profession regardless of build? No.
Does the engineer’s fifth trait line, Tools, provide a passive statistical buff to kits? No.
In summation; engineer kits are not our primary profession mechanic, the Tool Belt is. This is an objective fact regardless of how much people may want to say otherwise. The only reason we are so dependent on them is poor balance and profession design, making an optional utility skill type so vastly superior to our actual profession mechanic (something undeniably underwhelming) as well as all other utility skill types and our baseline weapon skills that feel compelled to use them in much the same way as other professions are designed to use their profession mechanic.
Anymras and I speculated during my failed protest rally that at some point early in development kits were supposed to be our primary mechanic, just as the engineer was originally supposed to be a heavy armor class. But things changed, and apparently too late for all of our skills and traits to be adequately reworked to suit our new design. This pretty much explains everything wrong with the way our traits and skills work, and the way they seem to have been meant to be used. We speculated that kits were reworked as utility because of the similarity F-bar kit swapping would have to elementalist attunement swapping, but even if that is not the case I believe that we were on the right track, and pretty close with our speculation. Either way, taking into account the above it is pretty clear that kits are not our primary mechanic and our compulsion to use them and dependency on them is the product of poor profession design.
(edited by Arkham Creed.7358)