I'm not gonna lie. Just the level 5 skills make me very excited for this perk, as well as just being able to use SMG's. The perk seems to have less unity than the other perks now that they've been reworked, some more than others. But this is pretty good and fun looking for a brand new perk that's not been in KF before. I cant believe you skipped the opportunity to give SWAT a police stickI know balancing is hard to do without community feedback and time to test things out, and its also hard to know how well a perk will work without playing it. There just seems to be something missing from this perk. It seems like you've tried to keep reliance on skills from being a problem but swat seems to not be able to tank effectively until they have both armor skills. Also, didnt medic lose it's ability to restore armor? I cant see them having longevity past their initial armor and maybe a support supplying them with some armor once. Maybe they should have their armor degrade slower, but maybe take tiny amounts of health damage to make up for it.That being said, I could see them being able to deal with things by not letting them catch them. Maybe they need some bonus move speed every 5 levels or on some skills. I love the idea of being a mobile tank like this. Cant wait to try this bad boy out.Edit:I think what I feel is missing is that innate perk passive that most other perks have. Like how commandos can see cloaked zeds and health bars, Berserkers cannot be grabbed, Demo is getting reactive armor. I think the level 5 perk skill should maybe be innate and the skill at 5 should compliment it. The base perk without skills seems to lack any direction. If it had some base tanky stats or an innate skill it would feel easier to go for the mobility/crowd controll tree.