In general I really like the abstract Influence-based requisition system, especially between missions.
I have problems with it though, when trying to use it INSIDE a mission.
Let's imagine the acolytes investigate in the underhive, lost all their weapons to a gang and now visit the local "store" to get at least some unreliable weapons at all to plan their righteous retaliation.
The store has some basic weapons available, which the acolytes would like to buy.
How do they buy them ? With Influence ? Does not really feel right inside a mission, if it is about buying something regular in a shop.
Furthermore this can lead to ridiculous situation, where a failed Influence throw to aquire a stub revolver fails, but the influence throw after this one in the same shop from the same acolyte can requisition a melta (success in second throw).
And in both terms he doesnt know before if he has enough money to get it...weird (needs to cram his pockets before).
Why not introduce an abstract "Money" good, which can be requisitioned during the mission by the acolytes, and can be used (and reduced) in an abstract way during the mission:
Especially if you want to keep subtlety.
Money categories and modificator on requisition:
1: no test needed (enough for a train ticket home after the mission is finished)
2: +30 (enough for a stub revolver)
3: +20
4: +10
5: +/-0
6: -10
7: -20
8: -30
9: -40
10: -50 (excessive means)
You can only requisition money once between missions (besides special situations granted by the GM), but once per acolyte.
The important thing would be: still keep it abstract and handle it as GM how much which shopping trip lowers your active money category.
You buy too much compared to your category --> your category goes down.
If acolytes buy something together, categories could be added together at the GM's discretion (GM determines the final level after addition, no 2+2+2+2+2 = 10 ;D )