Since people can't read.
Before TiericideWith Captions After Tiericide Another one in document format
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdHRRekNzRFppTTloVmJjQ2xJb1VOTkE&usp=drive_web#gid=3(and yes I realized I need to find an image hosting service without annoying advertisements)
Edit : Yes I noticed the link slot on the pre tiericide being a typo sorry; and no the slots are theorycrafting from flipping the minmatar suit over...)
As you can see this gets rid of climbing up the tree overall but now breaks out into branching the tree out to more interesting branches. Militia -> Basic Tech 1 -> Advanced Tech 2 as you can notice is losing slots as it goes up but it trades it for additional specialized bonuses.
Suits start off with meager fittings when you train their suit command to 1, but as you train up command skills for the specific suits that need it to operate you will be then getting more fitting, and more bonuses thus allows you to develop and specialize the suit further.
Also under Tiericide 'type 2 and type 3s' return and are a part of the logical progression where type 2 and 3s are not better just different dice rolled for the same class.
Tech 1s get tech 2 previews of the suits as you can notice one class is suited to being a pilot, one a scout, and one a spec ops by slot layouts alone.
Milita (not shown) post tiericide has 'fixed bonuses' and does not gain anything per level and fitting overall is pretty low despite having the highest number of slots verses its tech 1 cousin. While powerful for a rookie at the start once the rookie starts investing into the skill of the amarr light around lvl 2 and 3 the tech 1 suits start to outperform the militia suit in terms of fitting then bonuses.
Despite this none of the suits get obsoleted by skill training as the captioned pre tiericide cuts out clearly. A maxed out amarr light operator can still effectively use the tech 1 suits to a great advantage and would currently achieve the 'going cheaper' motif the current specialist advanced suits enjoy. While tech 2 is for going 'pro'. The only reason not to use a certain suit on any of these post tiericide trees is the simple fact its not your play style, some people like their sidearms some don't care to lose it for a second equipment slot.
And yes the three tech 1 suits will have different models under the new tiericide when art allows for it.
For those of you wondering this was taken from my Dust 2.0 project, part of the 'tech tree' while rather mostly incomplete you can see how things progress through the tech tree. I wont have time to answer everything though as 1 the tree is incomplete and two the answers are going to require another document the inventory which has full descriptors.
This is mostly for my own self reference.
References:
Tech Tree (Work in Progress)
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&usp=drive_web#gid=3Dust 2.0 Project
https://forums.dust514.com/default.aspx?g=posts&t=126376