In the early days of the alien invasion, XCOM could use civilian-grade medi-kits. They provided 3 uses of HEALING, STIMULANT and PAIN KILLER. However, their bulk and weight limited their use to dedicated "Combat medics". Soon, XCOM felt the need to invent more efficient healing tools.This expensive kit (10000$) may be used if you feel the need to save some rookie's life before medikit become available. Weight is 15 (!) and the 2x2 box can only fit in hand and backpack.
The Ufopedia text points to the other medikit's, so it uses available translations. I originally called it Medipack but the action "Use medi-kit" can't be customized by item.
I don't know what's the norm for modders to number new resources (like bigSprite), so I picked my member number (1020) and started counting at 00 for any sprite I may add. This should avoid conflicts.
Caveat:
The auto-equip system assumes that any healing item (battleType 6 = BT_MEDIKIT) is 1x2 and should be auto-equipped in top-right slot of belt...
I'm really not sure what to suggest to coders to make auto-equip more mod-friendly, because it's just impossible to be future-proof. Maybe, just maybe, it would already solve a lot of cases by providing a "no auto-equip" flag that modders can put on all items that auto-equip can't handle by itself. Anyway, auto-equip was only useful in vanilla because it didn't remember soldiers' equipments.
I drew the graphic from scratch, I put all this in public domain : Feel free to re-use, tweak to your liking, or use as a base for anything.