The premise is laudable; more options for players and diversity amongst similar classes. Sorry but I'm not a fan of this idea in general (not any one specific thing outlined above). What you are creating here is a convoluted matrix of pre-requisites, special circumstances, and more book keeping.
One might say "well didn't you do the same thing with your PathfinderLITE
classes?" The same premise... but achieved in a different way. The mechanics you'll find for special class powers all operate roughly the same way and everything is laid out from level 1 on a single page. Keeping the mechanics roughly the same amongst classes means players don't need to learn 11 different classes (or in your case X number of kits) they just need to understand how one of them works and they understand all of them. The mechanics also simply scale up with the player's level. There's no need to look at a matrix of pre-requisites or try to figure out your "skill tree" yet players still have lots of options to choose from.
You've laid out essentially one kit and it would be hard pressed to fit into a single page... would it go in with the Fighter's standard class mechanics section? Or would kits get their own section? If kits get their own section now players are flipping around the rules figuring out kits at character creation, reviewing them every time they level up, and referring back to them as circumstances warrant. I would assume each class would have different kits? It's going to be a lot of decisions at character creation and slow down that process.
I think you're essentially building a FeatsLITE sub-system... it's a little more lite than D&D 3.5 feats ... but not by much. I'm sorry; probably not the feed back you wanted =/ However I feel the need to stand up for the principle of simplicity in Microlite. Simple yet robust... the entire reasoning behind why I even switched to Microlite.... the inspiration and core for my PathfinderLITE