I’ve noticed a current trend with how medicine works in legacy: Namely that it often doesn’t. Medicine and it’s items are locked behind the medicine skill line, even for items that might be general use or easy to use. Items such as high-power stims require you to invest a significant amount of levels into medicine to replicate some of the benefits of things like Force Speed or Force Rage, such as overcapping skills into the green mark beyond what the +55 Stat Cap currently is.
This also makes Medicine the least marketable player-based crafting beyond resuscitation kits. They can’t sell their other products, because their craft skill directly correlates to the usage skill- which defeats the point of even selling it in the first place. Engineers can sell blasters and modifications. Armorers can sell all types of armors. Weaponsmiths have access to all of the weapons, throwables, and cool grenades. Fabrication makes ships and atmosphere bonus for others. Medicine is the only skill that feels wholly insular and doesn’t benefit outside individuals, not including the fact that there isn’t a Medical Guild for them to turn their crafts into for gold or value points.
I recommend that items such as stimulants and health/force packs become useable regardless of your current medicine level, at a base line, and allow people looking to get more invested into these items take the Medicine skill tree and benefit from the additional skills such as more powerful heals, extended heal timers, longer stims per usage, and whatnot. It still gives credence to pursuing Medicine as it’s own skill, and people will actually go to Medicine users for their temporary buffs and healing items.