remanseptim wrote:make jobs besides shaft miner, station engineer, and atmos tech worth doing consistently and we'll talk
Not sure what you are referring about a job being "worth doing consistently".
Aside from the concept being completely subjective depending on the player, the main point when playing ss13 is to make the job you pick worth or interesting by yourself. You know, since it's a "roleplaying game". If you find yourself unable to achieve that in certain jobs, so you prefer other specific ones, then that's okay, but it's on you and your playstyle, not an universal constant.
You might find curator or bartender "not worth" playing, but then someone else might find those jobs "worth" their time, playing them in a far more interesting or creative ways than you might ever play at your preferred ones.
Going back on-topic, I'm not really against assistants having maint access, because when they're not straight breaking the rules they can be an interesting and unpredictable factor in a round, and it's true they can give sec something to do on slow rounds. However, when you think about it, it really makes the least sense for them to have it.
It's mainly because of tradition and an implicit accepted consensus, and about them having to be the "greytide". Most players with a job will perceive assistants as shitters or as someone not playing seriously because of this, when in reality, assistants should be but a tutorial-like job, perceived by the rest of the crew as newbies who are trying to learn the game, and not powergamers who know every single inch of the station and will most likely robust you in 2 seconds if you get anywhere near them.
So you either leave them as they are, or restrict them heavily for them to be perceived as the "noob" job. Maybe even changing their title to "visitor" or "civilian" to emphasize the change.