Yep yeshua both of our ideas are very similar. What the above list is are ingredients that are currently in use in recipes right now that appear to give weapons that are created using them certain abilities over other weapons. My idea was to allow us to use current trade skill items and combine them to create a more complex trade skill item that could then be added to a kit. The problem is that implants only have a few slots and each nanocluster has modifiers that give you a very good idea of what the end product will be.
I think it would be hard to remove the necessity of recipes completely. However, with the creation of a set number of addition slots we would be able to add complex trade skill items to the kits in any order...like implants. Complex trade skill items (very similar to nanoclustes in function except their modifiers would be used to alter the base statistics of the weapon type you are making)would be created prior to adding them to the kit, allowing us to create pre set modifiers(using recipes) that we could then combine into a new weapon. Some slots of would be required to have a specific type of modifier addition...parts necessary to make the type of gun you want to make(rifle, pistol, etc). And those required gun specific modifiers would take up preset locations in the kit you are making...like implants do with faded,bright, and shining...except in the case of weapon construction we make those additions.
Areas marked free slot would be used to add in special attacks, range increasers, crit bonus increasers, min and/or max damage increasers, etc....what makes the gun unique. The preset modifiers we could add into the weapon would have both negative and positive modifiers associated with it. Add too many special attacks and the gun would have a lower max damage and/or a lower crit bonus. We could make any damage type we wanted but we would be limited to how uber it is due to the modifiers and the number of slots we have available for the weapon type's QL we are using. The simpler the weapon the lower the requirements to wield it, but the opposit is true for more complex weaponry.
We could combine weapon kits to create weapons that require multiple main attack skills. Weapons that require multiple main attack skills would do more damage in general than weapons only requiring one main attack skills. For example, combine a ranged energy weapon kit to a rifle kit to create a rifle kit with a secondary main attack skill for ranged energy. Weapon kits that have multiple main attack skill requirements would have more free slots to add in more modifiers to make even more powerful weapons at the price of having to up another main attack skill to use it.
Hopefully this is a little less cryptic In essence if recipes were required for the modifiers and the weapon construction was a litle bit more open ended, then we would have room for creativity but our creative masterpieces would be limited as to how uber they could be...due to negative modifiers.