It was once my intention to have thousands of gizmos and devices in Icar. Any given technical problem could be solved by the right application of tools. However, when I come to explain the use of them, there is so much up front technical knowledge required that I feel I'm writing down the science.
Instead of a massive science lecture in the middle of the game, I decided to move to a "what it can do for you" point of view. Allosealer can join two inorganic things together at the rate of 1 metre in 9 seconds (1 foot per turn). That's better, perhaps more useful.
The next thing that occurred to me while writing that was that there were quite a lot of stock items needed before your tech-based character could really do much. I imagined it would be a bit annoying for all but a few to write it down and keep track of it. Instead, I have bunched most of the tech items into a Tech Kit and then listed what that Tech Kit enables you to do.
For those who like an advanced fiddle, I'll include some more advanced items (like the Gravity Field Generator) but for most the standard tech kit will be enough. I shall include some variety by having tech kits with different encumbrances and costs but the features will remain the same.