There are currently a few jobs that are lacking any sort of job specific or useful job specific traitor items, which in my opinion are some of the must fun and interesting traitor items in the game. This is a list of items that I came up with that could be added to some of the jobs that lack items that are specific to their job. There are some items that are available for an entire department, but I feel like there are some important jobs that should at least get one item that is unique to them. Do note these are likely very unbalanced, and the TC cost is just a shot in the dark at a potential value.
Chief Engineer, The Supermatter Sliver (10 TC): A tiny piece of super-matter contained within a magnetic field vial. This sliver is able to vaporize anything that comes in contact with it, but only has one use and takes ten seconds to free from the vial. It's also slightly radioactive, so it's recommended to have some form of protection or use it quickly. Can be used to disintegrate bodies (leaves a bone pile and all the person's belongings behind), delete doors, or dispose of incriminating evidence. Ages 3+. Do not swallow.
Chief Medical Officer, Implantable Chemical Synthesizer (15 TC): The most convenient tool available for making any chem you may need. When implanted, this device gives an action button that brings up a list of several useful chemicals. Selecting one will let you dispense that chem into any container you're currently holding. Perfect for if you need to give yourself a quick heal, or your assassin target is suddenly in the medbay. The implant is detectable on body scanners and is destroyed when removed through surgery. If you're EMPed, the dispenser will inject YOU with several random chemicals from the list.
Mechanic, Spacepod Combat Upgrade (15 TC): Scrap that civilian pod for something more robust. Replaces the pod's civilian armor with the much tougher military grade armor and installs a set of burst lasers on your pod. Now you can show the Sec pod pilot who's boss.
Coroner, Cloning Prevention Kit (10 TC): Got someone that you don't want to be cloned? This kit contains all you need to keep someone from being properly identified. The kit contains a chemical injector that erases a person's DNA, turning them into a completely unknown person to medical scanners. If used on a living person, this will cause severe brute, toxin, and organ damage, likely killing them if they don't get medical attention. They'll essentially become unclonable, and any attempt to do so will give the error message that they have no readable DNA. Also, any sort of medical scanner will show them as having no DNA. You best hope medbay knows how to perform alternative revival operations.
Cargo, Drop Pod Request Tablet (10 TC): This device allows you to order items to any location with a beacon. Before use, the tablet must be used on a cargo console. When you order something, the item will draw points from the station's account, and show up on the console as being a request for the requested item by an unknown person. Deconstructing the console will unlink the tablet. This is a good way to get those items that the QM won't approve, or get those crates you don't want your cargo techs to steal.
Librarian, Book of Forbidden Knowledge (15 TC): (I know Librarians already have an item, but they could honestly use another given their lack of access or dangerous materials and tools) This book contains several secrets and practices that would normally get an individual marked as a cultist or wizard. When read, the book grants the user three random spells and abilities from the pool available to cultists. There won't be any explicitly dangerous spells like fireball or blood boil, but ones more aimed at stealth and evasion. Potential Wizard spells include Knock, Blink, Recall Item, Forcewall, and Magic Missile. Potential Cult Spells include Stun, Shackle, Hallucination, EMP, and Arming.