Exactly what it says on the tin, really. Beyond nebulous “game balance” reasons (which I freaking abhor,) the Gunsmith Repair Kit seems anomalous:
Both it and the Firearm Repair Kit (which is craftable,) have Fine Hammering 1, Fine Metal Sawing 1, Fine Bolt Turning 1, Fine Screwdriving 1, and Metal Chiseling 3.
That all makes sense for the Firearm Kit, being that it incorporates a screwdriver set, wrench, metalworking chisel, hacksaw and hammer - in fact, I would go so far as to say that they are both missing Hammering 3, Sawing 2, Screwdriving 1, and Bolt Turning 2, qualities of the base items which presumably have not all Voltron’d together into some conglomerate, less-capable device but are in fact simply packed together along with some miscellany.
What’s getting me is the jump from Firearm Repair Kit to Gunsmith Repair Kit. I don’t like “no you cannot craft this, scavenge or die,” especially for non-hypertech things. I mean, gunsmithy has been around longer than the steam engine, and although the tools and techniques are specialized, they are not unknown. With as many tools, manuals and such as I have, I should be able to make a gunsmith repair kit.
So, what’s in it? Should it include a cordless drill (and with it, Drilling 3?) What exactly differentiates a Gunsmith kit from a Firearm kit, other than using 1/4 the charges to fix my weapons, and being nearly four times the weight.