I figure a bodybuilder is likely to be a lot more able to do severe damage wielding a chainsaw than an 8 year old child.
By the same example, if you took an arm off each of them at the shoulder and attached the same chainsaw to each via a bionic arm, would the muscles on the bodybuilder make any impact?
The rules for pit slave weapons allow you to potentially shrug off an arm wound that would be -1 S, because the whole arm is replaced by a pit slave weapon that gets repaired before the next battle.
By the same token, strength advances would not necessarily translate into a stronger pit slave weapon, but would happily translate into the other, human arm; we do get into strange territory if someone has two bionic arms at that point - how do strength advances affect someone with no organic arms?
Bear in mind that the tool upgrades weren't a thing in the original Andy Chambers Pit Slave gangs. They are a very recent addition added purely as a way to make strength increases worthwhile (they originally required S4 to use one tool upgrade or S5 to use a second). Just because this is the way things are currently, doesn't mean its the best way to do things.
Sounds like no-one was taking the tool upgrades because strength advances aren't very likely, hence the dropping of the strength advance requirement.
The whole point of this exercise isn't to nerf Pit Slave gangs in any way. It is to give them a boost in that their S increases are actually useful and possibly free up some credits so they can buy more fighters. I have no problem with keeping tool upgrades AND having the weapons be based on the user's S stat.
It does feel like the end result, however well intentioned, might nerf them, though.
People don't want them to snowball gang size wise, but want to remove the money sink of a tool upgrade that restrains purchasing new gang members who will make more money foraging to afford new gang members and so on, while also removing a component of the gang that allows for their main weapon type to improve over a campaign - like buying new ammo types for a shotgun (usable by only max three models in the entire pit slave gang, as opposed to normally at least half a gang) or buying heavy weapons for other gangs.
Strength advances are already useful, for a normal pit slave gang; the knife can be "upgraded" to a sword/power weapon, and strength is used for half the skills in one of their primary skill lists, as well as for escaping being on fire, resisting the Crush psychic power etc.
Sounds like making the weapons based on the user's S wouldn't have actually affected you at all last Tribemeet. How many campaigns do you think you would play before it had a negative effect?
I honestly don't know for in future, but previous TribeMeets they've been very useful in making the rare times I get into combat and hit that it made a dent on multiple wound/higher toughness opponents; it would also be paired with the fact that half the hits made would be done with typically a S3 pistol or a S3 knife - or more if I ever got strength advances.
Again, pit slaves can't buy S9 lascannons, S8 autocannons, S8 Krak missile launchers, or S7/8 heavy plasma guns (among other weapons), and even if a pit slave weapon got to those lofty heights, it can't affect something across the other side of the table. If the worry is about high impact, unless it's a multiple combat that roll of 5 is going to put the model OOA in close combat anyway, so those high strength ranged weapons are more dangerous than a similar strength pit slave weapon.