I had a response for all the parts of the posts relating to weight, carrying a rating 6 medkit and what not but then realized why bother responding? I already stated it's up to preference on that subject so why in the world do you have the need to argue being correct on yours? Disagree all you want but if a rating 4+ is anything like modern day first-in bags like I carry in my truck (EMT laws in my state require that I do) I wouldn't want to have to lug that thing with me everywhere I go. It's only a small duffle-bag but it weighs roughly 15lbs without my specialty equipment and you have no idea how hindering that is trying to get around in even large apartments. The paramedics on my rig have even heavier packs and they are red faced and huffing by the time they get up a flight or two which is why they prefer that we can get the patient to them.
Again it's purely preference.
Since your earlier numbers were in response to Top Dog's claim that " low-skilled first aiders have no leg up over nonskilled first aiders for a wireless medkit", the numbers you used there are the ones you should compare the R6 Medkit to, not an expert healer.
Medkit: DP = 12; Limit = 6; heals minimum amount 81.96% of the time. Max heal of 4 (17.77%). Average: 1.97.
So you want me to take a top of the line autonomous medical trauma kit and compare it to a below average runner? Why in the world would that be a good comparison?
Also what's the point? Godwyn already explained the stats perfectly already... I honestly see no reason why you are wanting to continue this discussion. Is it to prove top of the line medkits are better autonomously than unskilled runners? Not a single person has argued against that.
But oh well, because it's easy and I'm nice, here you go:
Medkit used aloneMedkit (rating 6) DP = 12; Limit = 6; Minimum = 1 (
81.89%); Max = 4 (
17.77%); Glitch chance = (
0.13%)
Aforementioned medkit used by Runner with average attributes of 3: Skill rating 0: DP = 8; Limit = 10; Minimum = 1 (
53.18%); Max = 6 (
0.02%); Medkit max = 4 (
1.97%); Glitch chance = (
0.46%)
Skill rating 1: DP = 10; Limit = 10; Minimum = 1 (
70.09%); Max = 1 (
70.09%); Medkit max = 4 (
N/A); Glitch chance = (
0.24%)
Skill rating 2: DP = 11; Limit = 10; Minimum = 1 (
76.59%); Max = 2 (
52.74%); Medkit max = 4 (
N/A); Glitch chance = (
0.46%)
Skill rating 3: DP = 12; Limit = 10; Minimum = 1 (81.89%); Max = 3 (36.85%); Medkit max = 4 (N/A); Glitch chance = (0.13%) Skill rating 4: DP = 13; Limit = 10; Minimum = 1 (
86.13%); Max = 4 (
24.13%); Medkit max = 4 (
24.13%); Glitch chance = (
0.24%)
Skill rating 5: DP = 14; Limit = 10; Minimum = 1 (
89.47%); Max = 5 (
14.95%); Medkit max = 4 (
31.02%); Glitch chance = (
0.07%)
Skill rating 6: DP = 15; Limit = 10; Minimum = 1 (
92.06%); Max = 6 (
8.82%); Medkit max = 4 (
38.16%); Glitch chance = (
0.13%)
Skill rating 7: DP = 16; Limit = 10; Minimum = 1 (
94.06%); Max = 7 (
26.26%); Medkit max = 4 (
45.31%); Glitch chance = (
0.04%)
Skill rating 8: DP = 17; Limit = 10; Minimum = 1 (
95.58%); Max = 8 (
17.19%); Medkit max = 4 (
52.23%); Glitch chance = (
0.07%)
Skill rating 9: DP = 18; Limit = 10; Minimum = 1 (
96.74%); Max = 9 (
10.76%); Medkit max = 4 (
58.78%); Glitch chance = (
0.02%)
Skill rating 10: DP = 19; Limit = 10; Minimum = 1 (
97.60%); Max = 10 (
6.48%); Medkit max = 4 (
64.81%); Glitch chance = (
0.04%)
Skill rating 11: DP = 20; Limit = 10; Minimum = 1 (
98.24%); Max = 10 (
9.19%) or 11 (
3.76%)
1; Medkit max = 4 (
70.28%); Glitch chance = (
0.01%)
Skill rating 12: DP = 21; Limit = 10; Minimum = 1 (
98.72%); Max = 10 (
12.48%) or 12 (
2.12%)
1; Medkit max = 4 (
75.14%); Glitch chance = (
0.02%)
Skill rating 13: DP = 22; Limit = 10; Minimum = 1 (
99.07%); Max = 10 (
16.31%) or 13 (
1.16%)
1; Medkit max = 4 (
79.39%); Glitch chance = (
<0.01%)
1: Edge was spent for the purpose of bypassing limit only. Percentages were not affected.
Also I included glitch chance just to show A) how rarely glitches come up and B) how the pool size affects the chances of rolling over half 1s.
As you can see, using average attributes (unfair comparison I might add) once you hit a skill rating of 3 or more there is no benefit (other than 1 less healed at rating 3) to use the medkit autonomously unless you need to direct attention elsewhere. This is also ignoring the use of edge and specializations. Additionally, hitting your maximum is going to be a really rare occurrence even with the limit so I don't really see what all the fuss is about. It doesn't take much to raise your skill a bit if your character is upset they can't out perform a specialized machine.
Note: Again the rules for unskilled characters make things wonky and goes to show the need for Errata. Until then I'd just cap the unskilled heal cap at 1; problem solved.
EDIT:Formatting errors.