For new players, you might think lockpicks (1) is a super amazing upgrade for lockpicks. But actually, level zero lockpicks are a lousy downgrade.
The reason why is because of how the game is structured. Losing assets is terrible. And the law of eventuality says that you’re gonna miss a skill test.
So for three bucks and two actions (one to put out, one to play), you have a chance of losing your lockpicks! You have to be at a +4 vs the skill test to reliably not lose'em. And they're once a turn.
This card solves a problem that doesn’t really exist: needing to get to a +8 to pass a single investigate test in scenario one of a campaign. (Yes, these exhaust after one use, even in the best of cases.) For the same cost, you can get a flashlight, which will give you a +2 and a huge chance of automatic success on shroud one or two locations. You can try it three times, and more if you can reload charges!
Maybe this is to teach new players that leveling up their gear can be very, very useful. So if you’re a new player, please learn that.