Some abnormality gifts like Penitence from One Sin improve work success when working on that abnormality, but it feels like it should be an effect that applies globally across the board. The reasoning applies similar to the Bad Luck Protection for Gifts mod where if an agent has worked enough with an abomination to get a gift and the manager allows them to keep the gift (i.e. not replace it) then they become a "specialist" for that abnormality.
Consider for some abnormalities that lower Qliphoth Counters on good successes that if the agent has a gift it instead negates the counter decrease on a good success. This also potentially allows for a little bit of self-correcting balancing; if an abnormality has a less-than-ideal gift but is hard to work with, it might be worth having a few agents keep their gift to help with meltdowns when you have to work with the abnormality.
I like that anti-meltdown concept. Some abnormalities are just a pain to farm for EGO, simply because their counter goes down. Meat Trap comes to mind, Cherry Blossoms, and so on.
Some abnormality gifts like Penitence from One Sin improve work success when working on that abnormality, but it feels like it should be an effect that applies globally across the board. The reasoning applies similar to the Bad Luck Protection for Gifts mod where if an agent has worked enough with an abomination to get a gift and the manager allows them to keep the gift (i.e. not replace it) then they become a "specialist" for that abnormality.
Consider for some abnormalities that lower Qliphoth Counters on good successes that if the agent has a gift it instead negates the counter decrease on a good success. This also potentially allows for a little bit of self-correcting balancing; if an abnormality has a less-than-ideal gift but is hard to work with, it might be worth having a few agents keep their gift to help with meltdowns when you have to work with the abnormality.