OK, this is going to sound a little crazy at first, but I reckon it could be a fun idea if we managed to balance it somehow.
How about a game mode which bypassed the check for a nearby powered armoury? With binds properly set up, you could swap weapons and upgrades wherever you were, allowing for a much faster, less subtle, and possibly more amusing (probably not more fun) game. Obvious considerations that come to mind:
The painsaw would be horribly overpowered given that it can be swapped out for combat and back for base killing
Grenades would have to be altered to prevent dropping and rebuying instantly (expensive but could flatten a base in seconds)
Aliens would need some compensation - I thought perhaps we could circumvent the human-nearby checks? Not as much of an advantage, maybe, but sure to be interesting nevertheless.
How would ammo be restocked? How would it be transferred from weapon to weapon? I think a percent-spent arrangement would do, rounded down, but refills would have to be either a) bought at a base or b) given a significantly-hampering cost, but the latter sucks on new people, so I suggest bumping the armoury BP cost down to about 4 and using it purely for ammo refills.
Yeah, I know, your first thought is going to be "this sounds horrible", but I reckon it could be fun. Think about it.
At least this could be a good idea for cheat mode. In that case, it'd also be fun to evade the check that you have a ckit before you can build things.
Speaking of which, having just found that /give not only works with funds but also with health (although curiously /give health doesn't accept a number, it just fills you up), can anyone tell me if there are any other arguments it takes? I know this is not the place to ask but I didn't think it was worth a thread. I ask because a cheat for infinite ammo and for swapping without armoury would make you base-independent - very handy.