Personally I would like something like this implemented, but I agree with Savacc it does not need to be cookie cutter. And needs to Focus on the Bio engineer not the tailor, the Tailor just benefits from the end product of the tissue. So with that said focus should be in what the BE truly has in the skill tree's. Healing, Scouting/Forage, Creatures.
Healing: Stim pack Round time reduction -25% the Bio Engineer crafts stim's with this understanding of special tissues BE can improve efficiency. (will stack with food) (PVP Players Benefits)
Scouting/forage: Bio Engineer's have improved understanding of Iso's and Lyse components, +10% bonus in quality for harvested and foraged Iso's and Lyse. (BE Benefits)
Creatures: Bio Engineered pheromones, Mask scent will not break during extracting DNA (Action). mask scent power and duration is the same. (BE Benefits)
Creatures: (Harvest) slight bonus to creature collections. Hide, meat, bone, egg, milk 5% bonus to received collection item during the activity due to Bio Engineers understanding of Creature anatomy and environment/habits. (CH Benefits)
I would limit this to just the shirt (dev work) and only have one tissue active for the activity your doing.
Feel free to add on to this list
have skin in this PV
Tailor: Stitches