Enchanting gloves let you handle a contact trigger without triggering it. You can put a contact prep inside a glove, keep it closed with a draw-string or something, and then pass them around to your team so that they can just touch the thing that was inside to activate it when the time comes.
There's also a biofiber pocket that prevents astral perception of anything inside by hiding the contents behind the living biofiber's aura. Since it has its own aura, popular belief is that contact with this pocket triggers a contact prep.
- However, the Advanced Alchemy metamagic lets you set a prep to only trigger on contact with a particular aura, so long as you have a material link to that person when you make it (Advanced Contact (Target-Specific)). Plus, this still only adds 1 drain.
So that for sure lets you, or your street sam, carry a contact prep in a biofiber pocket, and activate it by simply dipping a hand inside for a moment.
Main downside? You have to have Fixation first, which was pretty bad to begin with, and downright stupid with the introduction of Vaults.
As for potions, the 15 karma mastery quality (which doesn't double the cost post-gen), Potion Maker, says that potions "must either be consumed or poured over the target before the preparation can be triggered in any way other than with a timer trigger."
This implies that the default for all potions, including health-category potions, is time trigger.
It also means that you can carry around 5 different potions in capsules or what have you, then slap them all against your chest to break them open and effectively "pour" the contents over yourself, and activate those contact triggers in one simple movement.
That isn't the main benefit of the quality, though. The benefit is that you ignore the extra drain from the basic triggers in core.
- Downside is it requires you to have 4 ranks of chemistry first. Also, the potion ingredients have to include something with a symbolic connection to the spell, like aspirin to heal, or ? ? ? for combat sense.