This idea is based on FFXI ninja tools. Think on them as not only a way of crafting a more generic repair material but also a possibility of crafters to take part in parties too if you guys ever decide giving them battle-wise support actions, which i'd love to see...even if they cannot engage the monsters in battle they do should have a back-line role possibility in parties.
The idea is adding repair kits. Its just like ninja tools that can be used for repairs and for battle actions, like repair actions (repairing the players midfight for a small percent but without the need of setting repair) and even buff actions (like ARM being able to cast buffs that improve the heavy armors performance or being able to cast buffs that increase the target's block rate).
But now about the repair kits...the idea is to make them simple recipes that will generate 32 repair kits. Just like arrows and baits, no HQ other than quantity is needed.
So, this is it. You might be wondering why I added repair kit to CUL and ALC…it’s like I said…the idea is to actually add a tool for these classes to be able to not only repair but also take part on battle, even though they wouldn’t be engaging the monster. We already had in FFT chemists as a starting healer…we can have culinarian as healer too…allowing these classes to take part on battle would not only relieve the disciple of magic classes but also add some immersion to them.
In short, it’s a way to treat all classes as real classes since it was an awesome idea added in this game! Just because they cannot obtain skill points in battle doesn't mean they cannot take part in battles!