So from my background in Construction and manufacturing, as a Safety Officer, and Quality Management officer, as well as inspiration from Seveneves and Delta V I've come to the conclusion that the best incentive for Exo-skeletons to Augment Physical labor is from the demands of making every human as productive as possible in the Early Years of Space Infra development.
The Skyhooks, the Space Stations, the Shipyards, the Artificial Habitats will all depend more on the Humans who are more resilient to radiation and able to take initiative when disconnected from a master control system. Like the author of Delta-V Daniel Suarez I agree that living in Cis-Lunar Space is its own Industrial Revolution with very Strange and counter Intuitive elements. There are odds that we may not develop good robots in time and that the faction who will Pioneer Space is those who can keep a healthy, thriving, and competent work force there.
Exo Skeletons begin with basic Assist uses, but then begin to Extend to more enhancements until EMU's begin to look like Yellow Gorillas dancing in the shipyard magically putting together vessels and habitats.
How Parts Work
Types could be: Life Support, Machinery, Drives, Computing, Etc...
Grades Increase the Cost per Kg of a Certain Type of parts.
Grade+0 Spare parts are 5Cr per Kg of spare parts for Grade+0. 100KCr per 1dTon 20 metric tons of mass. Grade+1 Spare parts 15Cr per Kg. or 300KCr per dton/14cu.m. Grade+2 Spare parts 50Cr per Kg. or 1MCr perdton/14cu.m.
- Grade+3 Spare parts for the Life Support and Tech at 150Cr per Kg. or 3MCr per dton/14cu.m.
- Grade+4 Spare Parts for Life support and Tech at 500Cr per Kg. or 10MCr per dton/14cu.m.
- Grade+5 Spare Parts at 1.5KCr per Kg. (x20,000 to get the per dton/14cu.m)
- Grade+6 Spare Parts at 5KCr per Kg. (x20,000 to get the per dton/14cu.m)