Personally I think there should be some generic detaunting device, some kind of de-agression device that any prof can use if they invest in one skill or another.
I do NOT think the skill should be psychology, however. It makes logical sense that it would be psychology, although it doesn't make sense gameplay-wise. The skill to use a detaunter should be inexpensive for doctors, for example, and expensive for enforcers and soldiers.
If an aggresion-squisher device used psychology, the professions that would benefit most from it would have to spend the most IP to use it. It would be painful for a doc to spend the IP for a psych-based device, and that defeats the purpose. Why should such a device only be eminently usable by tank classes?
I'm not sure which skill is appropriate for this, but it would have to be something that could be logically rationalized in the game logic somehow, as well as appropriate in IP cost for the various professions.
I had the same argument some time ago when musing about a device that would help characters counter hostile nanoprograms. Nano resistance seems like the most logical skill to base such a device on, but it doesn't make sense from a gameplay perspective.
Nano resistance shouldn't be the prerequisite, since characters who can raise nano resistance to a high level wouldn't really need the device anyway. The whole idea of the device would be to add balance by allowing some alternate means of countering hostile nanos to professions who are unable to invest seriously in nano resist. The skill to use it should be something inexpensive for agents, adventurers, etc. and more expensive for metas, docs and NTs (They can use it to get super-duper-uber nanoresist by augmenting an already cheap skill with a device, but it should cost them extra and not be a 'gimme').