The OP includes Doctor perks and a group perk that includes Enfs...
Or don't do it at all until we know what else FC has planned.
What I see people are clearly missing here is
TL2: PvP is entirely regular hits with some nano based defense. Best defense at this level is HP.
TL3: PvP is a mix of mostly regular hits, some perks and specials, excluding some setups. Nano and Perk based defense.
TL4: Never PvPed here. I would guess it's very dependent on the profession you play.
TL5: Mostly perks and nano based defenses and offenses, regulars become minimal against most.
TL6: Lol
TL7: Entirely perk and special based offense. Entirely perk and nano based defense. Perks are as powerful, if not more powerful, than the nanos.
What this suggestion wants to do is give perk based professions a chance. If that is done for any other profession, it will skew the balance. At TL2, professions that already dominate because they have strong regular hits, or can minimize your regular hits, will now have perk damage to throw on top making the fights even more unbalanced. At TL3, professions with good regular hits and specials that dominate do not need more perk damage to make them even more powerful. At TL4, don't know. Ask Reids. At TL5 it won't make too much of a difference, except opening up some more perk damage for people who don't need it (Agents, Enfs, Advys), more perk defenses for people who don't need it (MAs, Advys, Fixers, Doctors), and just barely make Shades and Keepers playable.
We simply don't know enough information about the entire system of PvP and how it will change those lower TLs, and claim that it will all be for the better.