1: Allows you to still reveal the nature of strange objects, giving you artifacts that can kick your ass or let you tide slightly harder.
2: Through a MASSIVE AMOUNT of luck, you can locate objects that consistantly mutate with the irradiate function, making randow non-weapon artifacts that can make your rounds much more interesting.
Spoiler Alert: Both of these functions have very little interaction with the round, and unlike real science departments, don't really have the depth to fill a full shift worth of time. That's where this SHIT IDEA comes in.
[center]The All New Experimentor[/center]
First, lets take what I and other people LIKE behind the design of the machine as it was and as it is. Then I'll throw an idea out there as to how to improve the machine to support this idea.
1. It allowed for you to randomize your RnD Experience at times, often when the RnD Meta was very strict each shift (Shout my boy Duke Out).
Easiest solution on this list, the experimentor should allow for some way to gain RnD pointsby hunting for objects that can potentially be 'improved'. The flavor I could see is that the machine, in the experiments it runs, can find methods of testing an object for flaws or defects, and by finding it's weaknesses, Nanotransen is able to improve the designs of the items themselves. Now, this wouldn't yield a real, inround benefit, but more of a flavorful way of saying you're doing busywork.
The E.X.P.E.R.I.Mentor causes the Wrench to yield at a hidden weak point, locating a Critical but otherwise insignificant flaw!
Data uploaded to Centcomm Databanks, rewarded with 1000 Research Points.
2. Even if it was just flavor, it allowed for you to run actual EXPERIMENTS each shift, not just routine activities like xenobio or toxins (Once you know how to make a Maxcap, anyway.)
Currently, each round the Experimentor yields a list of critical items that will potentially mutate when irradiated, and these items are practically IMPOSSIBLE to identify in round as a result of the fact that there are no indicators that the object will mutate until it's in the machine. This means that right now, the fastest way to locate objects that mutate in the experimentor is to just rapidfire take cheap items that can be mass produced and wait until one reliably mutates. But what if I said that we could knock out TWO BIRDS with ONE STONE and make a currently USELESS item USEFUL with this same idea? Expand the science goggles scanning mode in order to identify reactive items in the experimentor with a glow similar to the current hivemind pink flow when active, allowing you to locate items to experiment on.
You toggle the Science Goggle's Scanning Mode.
That's a Salt Shaker

Object contains exceptional experimental value!
3. You would VERY RARELY get interesting items from mundane ones, acting as a sort of gambling.
To balance the ease of finding things to experiment on and gain more RnD Points, items will fall into Low Priority, Medium Priority, and High Priority experimental items. Each higher class has a higher chance of activating the experimentor's old dangerous murder traps like spewing radiation or draining your SOUL ESSENCE, but at the same time have a chance to mutate into higher quality items if using radiation, or locating more valuable flaws in the item gaining more RnD Points, OR, having a chance of unlocking unsearchable nodes, allowing for far more variety within what items RnD will have access to.