The thing is - scout has always been one of my favourite classes. Playing it has some sort of freedom in comparsion to other classes, in many ways: where you go on the map, how much you kill, what role you can support with your activity at a given time, etc.
But one thing scout was always superior at is emergent repairing of stations. So it was nerfed and since then scout required toolkit to be as good at this as he was before.
No surprise what toolkit has been a dominant choise since the nerf and every successful scout would pick it. There was time when out of all classes only scout would pick tk but now it got buffed a lot and you would want even less to ever change it for something else.
Classes rely too much on scout repairing stuff. Whenever he doesn't pick tk something breaks while others do their jobs and the role feels like failed his task by default, by choosing the wrong equipment. Ropes sometimes can help to cooperate and make people repair by themselves, but only when their routes are going close to the station it isn't a big deal, otherwise another class will have to do scout's job instead of theirs and it is just better to pick tk in the first place.
I actually think this is the only issue with scout's equipment currently. If you didn't have to get tk then literally any option has usefulness and strategy in it.
I have an idea how to fix repair but still have it nerfed if we really need to punish babysitting: the repair could have interruptable warm up and any damage would interrupt repair. Stopping repair would also take about 2.5 seconds, be it manually or by taking damage. Scout would be stimulated to have an escort when going to repair some distant station. Also scout would have harder time repairing smaller things like doors, which require to be on guard.