See now this is something i can get behind, as a sub tree form surviveabiltiy and controll mixed, Though not just skill perks like fuel usee, and torque abiltiy, but also some EVA pack equipment with in-suit battery use, I figure, custom the pacs before launch with 1 or 2 change out tools in storage in the crew capsule. like larger thrusters at cost of EVA fuel burn, a pack built for gathering energy, (in case of panel breakage) one for transmitting EVA data, maybe worth one or two EVA reports. multiple research/experiment pack. Transferable to other experiment pods, combining goo canister experiment with science jr. pod possibilty for generating more science there i think as well, divergent type of helmets, Ex: fishbowl (see 60's cosmonaut), tinted head, vizor helmet, (pretty much current helmet) high impact, Video recorder, Manipulators: crabclaw (High lift and grip), doc-oc manipulator(reach and dexterity with separate control scheme when activated), grasp o tron (Basic utility pincher), glove (tool use) grapple: launches 50 meter of cord at a target with magnet or physical grapple to reel self in. boots: jump boot, for high gravy planets, lead boots for light gravy planets, neutral boots for average EVA's suits: EXO: strength booster to allow kerbals to potentially right their ship part by part up to normal gravy situations. 2 minute duration jump suit, : easier to reahc higher but less over all energy/power in the suit cause loss of weight tank suit: tough suit made for taking falls. wheelie butt: kerbal suit doubles as immediate form of small rover faster travel along terrain uses RCS thrust to move. just my two cents.