the primary idea of such features is : work vs. reward
work includes time and also efford. - these two can be substituted with more abstract "currencies" like credits.
what we wish is to have every faction to be required - is the same workload. - if the reward is worse - the workload should be adjusted appropriately - and likewise - if the reward is better - the workload needs to be increased accordingly. - regardless of the lore.
if we start balancing ( too much ) based on the lore - other factions can rightfully demand adjustments, too. so the lore and the background must be considered to be fully irrelevant for the matter of balance. ( so does the state of a faction [closed, open, highly controlled, lax] )
as far as i remember - there had been the idea of liquid cardamine to be used as fuel by nomads - and to have their equipment possibly being aquired slightly easier ( rather than the end result of a lengthy base building ) - but at a higher cost - or a lower efficiency. ( just cause you invent it doesn t mean you are the most awesome, very often someone copying the original can result in something superior )
* * * *
the question is
how can the nomads gain access to cloaks / jumps ( etc. ) at the SAME efford that others get it ... or an appropriate efford regarding the resulting reward. - for that - one needs to know how much it takes for a normal faction to build, maintain, protect, expand a base - to get the cloaking device ... and how much efford is involved in actually cloaking.
no faction is special - the workload must be equal to others.