Like I said, I have no problem moving the mods. Heck, I don't even have a problem exploiting the heck out of this.
What makes no sense is that it's more costly to make the Heavy mod than the Sturdy or Light version of the mod.
Unless I'm misremembering (which would be weird because I'm pretty sure I did this to ugprade a Medium armor of some kind), it works like this.
(the actual perk numbers are from the top of my head):
Let's say I find a vanilla Heavy Combat Armor chest piece. I want to add the "polymer" upgrade to it. Let's say this requires Rank 4 of Armorer, because it's the Heavy version. The Light version requires Rank 2. I can do this two ways:
- Spend 4 perk points on Armorer, go to an armor bench, select my armor piece and build the Polymer upgrade for it.
- Spend 2 perks on armorer. Get a Light chest piece (chances are I have a gigallion of these if I already found the Heavy one). Build the Polymer upgrade for it. Remove the upgrade. Select my heavy armor piece. Attach the upgrade.
Why not do #2 every time and save on the perk? Sure, eventually I might like to have Rank 4 of armorer for some specific mod or whatever, but not for this. So, why not just leave the Polymer upgrade requirement at Rank 2 for all levels of combat armor, if this was the intended behavior?
EDIT: Again, calling this a "complaint" is way overstating it. To me, at worst it's a nitpick. At best, it's a deliciously exploitable cheat that I don't intend to stop using.