Here's my two cents on the topic.
Overequipping. I think that overequipping should be allowed to the certain degree for several reasons.
1) It helps the economy. An MP will naturally have a higher nanoprogramming skill then a soldier so there is no harm in the mp assembling implants for the soldier and getting paid for it and soldier then using said implants and buffs to equip his weapons or armor.
2) It keeps the game fun. If everyone around same level had same level weapons and armor the game would become boring. When you are in PVP you want certain degree of andrenaline rush and that comes from knowing that your opponent even though he might be below your level could be overequipped and thus can kill you.
Overall I think that another check can be put in place to prevent extensive overequiping. I am talking about quality level. Meaning I will not be able to equip the item if the item's ql exceeds my level by more then say ten levels. I am saying keep the ten level difference to allow for implants buffs rich friends etc etc. After all you want to have some sort of society so allow for societal interaction like connections and personal bankers.
Also in case of buffs and equipping armor and weapons if you equipped your armor using buffs it's only appropriate that when your agility or stamina buff runs out you should face the concequenses. I would say in case of armor reduce characters speed and rate of attack when the buff runs out. Again you can work some degree of flexbility here for example there'll be no adverse affects if I only needed 3 additional points of stamina to equip my armor and I used buff to equip it. Same thing could work for weapons.
As far as cheating goes well there are some grey areas here
Clearly duping and exploiting other game flaws is illegal and should be punishable by law. But what about money issues. If I have two characters one is a high level soldier and the other is a low level mp and I transfer some credits from the wealthy soldier to a newbie mp to by some uber stuff for the mp am I cheating? Afterall I earned that money and I don't feel like earning it again same goes for rich friends.
Also about mission running. After the latest patch mission mobs are acting weird again I spent about 2.5 hours last night trying to kill a mob about my level, which is 50, without any success. I have a very nicely equipped atrox soldier so I should have be able to kill that mob. Before you tell me that I am cheating here are the stats LVL 56 Nova Flow LVL 55 tank armor lvl 55 omnipol armor AC's around 1200 HP around 1400. I've never used a dup or abug to equip those items. Used buffs and implants only .
Until mobs in missions are balanced people will try to run through missions to get some credits because they don't want to spend 3 hours in a missions to get misery 15k and useless nano, which brings me to the next topic, economy.
To prevent credit harvesting in missions you guys need to fix the economy. 1) In missions offer more rare items like good armor or weapons as a mission reward. Catch is that item is only given to you if you receive a token. This will encourage more people actually clear the missions. 2) fix "exchange rate" in shops. By that I mean that there is no way that an item sold by the shop to you for 30k should be bought by the shop from you for only 2k. If shops are offering more money for loot more people will be running and clearing the missions because it is easier then sit all day on the shopping channel trying to sell your loot. I would say that you should be able to sell item to the shop for about 60% of its sale value. Differentiate loot from mobs in mission areas from mission loot from mobs in the open to encourage people to clear the mission. Of course having player sale terminals instead of shopping channel will help too.
Oh well those are my $.02 on the topic