Specialist Idea "Technician"

Type: Defensive
Ability: Local: All enemy subs targeting outpost with Technician move at 60% speed.
Quick Table:
No speed modifier: (1.00*.60)= 0.60 speed
Helmsman modifier: (2.00*.60)= 1.20 speed
1 Admiral global modifier (1.5*.60)= 0.90 speed
3 Admiral global modifier (2.5*.60)= 1.50 speed
Stacks well with: Sentry, Security Chief
Counters: Helmsman, Admiral
Countered by: Navigator
Possible buff (if seemed UP): Enemy subs targeting friendly outpost within Technician's range move at 60% speed (possible nerf for this is Technician's range is set to a standard outpost, like the Martyr's range)
Use: Slow an attack in order to shuttle more drillers or specialists to your defending outpost, which otherwise would not have made it. Also allows the Sentry to get more shots in, or a Security Chief to generate more shields.
What are your opinions? Would you want to use this specialist in your games? Would the possible buff be needed or is the normal version good?
Ability: Local: All enemy subs targeting outpost with Technician move at 60% speed.
Quick Table:
No speed modifier: (1.00*.60)= 0.60 speed
Helmsman modifier: (2.00*.60)= 1.20 speed
1 Admiral global modifier (1.5*.60)= 0.90 speed
3 Admiral global modifier (2.5*.60)= 1.50 speed
Stacks well with: Sentry, Security Chief
Counters: Helmsman, Admiral
Countered by: Navigator
Possible buff (if seemed UP): Enemy subs targeting friendly outpost within Technician's range move at 60% speed (possible nerf for this is Technician's range is set to a standard outpost, like the Martyr's range)
Use: Slow an attack in order to shuttle more drillers or specialists to your defending outpost, which otherwise would not have made it. Also allows the Sentry to get more shots in, or a Security Chief to generate more shields.
What are your opinions? Would you want to use this specialist in your games? Would the possible buff be needed or is the normal version good?