1st - Make it work -
You know how to get the most from your items; you have a Charge pool equal to twice your tier.
You are always considered to have 1 charge for the sake of items that are powered.
You can end this ability to recharge 1 battery to full for 24 hours before it burns out.
4th - I've seen this one -
For every 2 ranks you have in Craft: Technology, you can choose one technological weapon or armor you are proficient in; this selection is permanent.
Treat your character levels as levels in fighter when choosing feats with these items; if you are a fighter these feats apply instead to the entire tech weapon group.
7th - Unstable -
As a standard action, you can throw an empty battery as a small grenade.
The battery deals 2d6 damage (DC 20 for half damage) to one square; for each charge left in the battery, add +1 damage.
If you use charges from your personal pool they add damage equal to your tier instead of +1.
The damage type is the same as the weapon the battery was most recently used in, or is otherwise Force damage.
You can have a number of prepared batteries equal to your tier.
10th - Rigged -
You can spend an hour to change the energy type of any item you have to another type.
In combat you can do this as a standard action to a battery, the item the battery is applied to uses the chosen energy type until the battery is empty of charges.
If you can cast spells, you can change the energy descriptor of any spell that would ordinarily be cast using a standard action by instead using a full round action when you cast.