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Fair enough about the AP, I just have a different approach on balancing my game. I play with a bit of inventory extension. Not for combat use but I want to be able to move stuff between sectors. Personally I feel 4 additional grenade "slots" is quite generous, but I can always self-limit to fewer.
I am not going to add extra AP for backpack throwing, I think about it as extra slots which I lack when playing GBO (close range penalty forces to always have at least 2 weapon options equipped), plus when not using inventory extension mods or mods that allows to store misc items in the squad bag then limited vanilla inventory space forces to make choices.
Usually it would cost a few (3?) AP to equip a grenade from the backpack before throwing. I think there should be an option to apply this cost - fully or reduced - to the grenade throw. You'd still save on the AP to reequip the orginal item.
That way the intended balance with equipment slots would be maintained. I'd like to have a bit more versatility in my loadouts, but I think there are good reasons why they designed the game that way. While I find the idea of revised tactical gear kinda tempting, in reality I find it tedious quickly, and it makes mercs too versatile and similar, removes the need to make choices.
I also noticed that the "throwing" perk (reduced AP for first throw) works with grenades from inventory, while the "breach and clear" perk won't give you free move. For the sake of constituency, either both should work or neither.