I think this is probably the way to to go. There will be other perks to get more AC too, so for someone trying to be hard to hit, Kamikaze would be their trait.
I frequently take Kamikaze because the +5 sequence helps me move first in TB.
Usually this just means I get a head start in encounters. I'm usually mining or carrying craft items to traders, so this helps cut losses. It also works great in combination with Cautious Nature and cigarettes.
The 0 Ac has almost no impact in late game, and sequence works only in TB.
So what?
By late game, many things useful earlier are canceled out.
Some have argued that they want leather armor to still be viable in high level combat.
It is in a way: it protects against some lower level annoyance (saving HP for the main fights), can provide some minor protection otherwise, and most importantly is no great loss if you die and get looted.
And it looks good. IIRC it has a lower stealth penalty, too. (Than heavier armor.)
For RT players Kamikaze is useless, so a more FoT style implementation would be appropriate for them.
The problem here is that extra damage with AC penalty comes out as only a bonus in high level combat, since the AC loss is meaningless at that point. (And it is a really good bonus, not something I can just say "so what?" to.)
The suggestion of higher AC for Kamikaze has some merit in that it supports both rushing and running away by running like a crazy person. However, the description reports "ignores threats".
This would indicate rapid firing and/or rapid closing with the enemy at the expense of defense.
In TB this can be approximated by the sequence bonus/AC loss combination.
In RT, this would be require a speed increase.
So what we need is a case switch: TB = regular Kamikaze, RT = 10% movement increase. (maybe 1% per point of sequence, or average this number with 10% so it can't be too powerful. PE 10, kamikaze, 3 levels of earlier Sequence = 31 sequence. But given that it would take 3 perks to do this, maybe not so bad. No, gotta average it with 10%.)
Also, in RT the +5 Sequence from Kamikaze would not be added, so it would be 26 averaged with 10 for 18% with maxed PE. But then it is also silly, as PE should not make you move faster. Back to a flat 10%.
This 10% should only apply in combat.
Of course, there is still the "late game" issue: the AC loss is negated by enemy super-skill, but faster movement is still useful, making the trait only a bonus.
Again, so what? The negation is not player-side but opponent side: their massive skill investment nullifes the AC tradeoff.
Also: Bonus Move should give a 20% speed increase per level in RT and maybe even not in combat.
Action Boy should have a 3rd level, like on FO.
Flower Child perk should be brought back.
Adrenaline Rush is nonsense.
Make it increase DR by 10% and DT by 1 per wound-stage. (wounded, severely wounded, almost dead.)
Quick Pockets should also make reload be 1 AP, except with Fast Loader gun, which would be 0. (But you still have to click reload.) It's a revolver, so there are realism problems here.