Here is what I suggest to make this profession viable:
14.2:
Grid Armor: make nanocrystals drop from team mission bosses with the new agent and MA nanos. Reduce casting cost and wear cost of Grid Armor I-III by 50 in each category and 100 for Grid Armor IV.
New SMG line: A +20 SMG buff at ql 20 (like crats get for pistol); and then a +50 SMG mastery around ql 50.
14.3:
Reduce cost for Time&Space to 1.6 (from 3.2), Biological Metamorphosis and Matter Creation to 2.4 (from 3.2).
14.4:
Warp beacon and team warp beacon nanos.
A line of self-only CompLit buffs: +20-+100.
Ability to cast nanos in the grid (make it 100%).
LOTS of new and very high level (500-1000) grid exits.
14.6:
New tradeskill involving B&E and CompLit (and QFT?) which allows the making of special 'tickets' that allow the use of otherwise unusable grid exits. Tickets are only usable when on the grid. Each ticket is tied to a particular grid exit and when activated just zones the user as if they had successfully hit that zone exit.
I believe this plan would address the main problems with the class: absurdly high nano skill costs, no tradeskills or buffs to make money, weak weapons, and NOT being the masters of travel.
You have given other classes the ability to grid themselves or a team, you have give NTs the treasured guided teleports, you have given engineers the best travel nanos in the game: warp beacon. Travel in RK did need to be addressed, but it is now time to reconcile those fixes with your contentions that fixers are the masters of travel.
Fixing fixers should be your #1 priority. Adventurers being #2. Putting a storyline in the game #3.
Scorus