Hopefully This thread works out better then the last one.
Clear some things up.
The TM isnt currently underpowered.
However he isnt really fullfilling the role you would expect from the defensive specialist, and he lacks compltely any defensive skills that dont require req at the start of game.
Ontop of this, skills like EMP grenade are next to useless with the new vehicle movement, even walkers can dodge the grenade and tanks just kite the techmarine forever.
Its really lost the edge that made it usefull.
Mines due to detection have also(and they wernt good before tm ones) lost power.
The tm is right up front shooter, his best upgrade is plasma, once again forcing him more towards offensive then the defensive he is surposed to be. Mines would offer you options in the first engagements of the game, its shoot or run currently. Adding mines as a default ability would allow him a defensive option. We need to assume both scouts-shotguns and tacs will be somewhat fixed and useful, along with the current problem of FC pretty much dieing with sluggas etc.
There is also a concensus that turrets are a bit OP when used in specific spots now on maps and can win a game unfairly, so they will prolly get a nerf.
The end result is, while the TM does more damage, nothing was done to improve his usefullness beyond killing the enemy, as a defensive specialist one would expect a bit more from him before spending req or buying wargear.
However not only should mines be added as default, I think his skills should improve more on base skills, causing synigies.
Artificer armor Increasing his repairing skill(currently its same speed as a single scout/slugga/guardin squad)
Emp grenades becomming Emp wargear, making his mines drain energy and stun vehicles aswell as EMP grenade(movement only, weapons still work)
Also a fix to current turret spam maybe to swap mines around for both the mek and TM with Turrets, this means buying wargear before laying down a turret, giving you almost twice as long before the first turret will appear in the game.
Now you maybe thinking he is good already, however I will say there is an imbalance.
Take a SM mirror first engagement of the game(im going to assume fixed tacs, so a tac build)
Tm 1 scout 1 tac vs FC 1 scout 1 Tac.
The end result is that unless the FC player screws up its TM thats going to be forced to withdraw.
Tac squad can melee the TM, the fc melees a tac squad, and the scouts can attack whoever, however best bet is to make the scouts melee the other scouts.
The TM will lose to the tacs, the tacs lose to the FC and the winners can finish the others scouts, with mines the TM can fall back instead of retreating, and the SM player has to be careful of following to rashly and hitting a mine, which could be enough to give the TM the edge.
Defensive play in action, making the other player weary of pushing an advantage.
For more utiliy I would be quite willing to take a hit to plasma damage or a increase in overcharge energy cost.
The TM still has a problem with his wargear.
Master crafted Bolter isnt worth getting, highpowered shot is so so and 60 power.
Gives 10% increased range over stock bolter.
Drop highpowered shot cost to 45-50energy.
The Attack increase on signum armor makes plasma with overcharge+marktarget way to powerful yet is fine with other guns.
The entire idea behind my post is that of making the TM more fun, not stronger in raw power.