I really like the feel of those cards being used, but I can't see the difference in powers being worth that much. If you need to destroy an ongoing you're going to have to wait an additional round and discard a mode, and you just discarded 2 and skipped your draw.
That just killed your hand, and only if you had both of those two cards anyway.
By the time Bunker gets enough cards to really make discarding two cards affordable you aren't going to want to be shutting down for a round to switch for it.
If you want suit swapping to be something cool he has that makes him stand out you'd need the cost to be legit, but not harsh.
I don't think the tactical advantage of switching is good enough to warrant a cost that high.
I've toyed around with the following for a faster suit swapping:
1. End of turn: Destroy one of your equipment or ongoing cards to switch suits. This gives you a delay, but not as high a cost.
2. When you play decommissioned hardware you may instead remove the card from the game to switch suits. (I really like this one)
3. Start of Turn: Destroy one equipment or ongoing card in play and switch suits. The next time you would play a card, use a power, or draw a card you do one less of that activity. (gives the loss of time and a card, the wording is so you can't give up playing a card when in turret mode, you'd have to give up your first power use)
I actually just thought of this (thanks to boxerboyhomer):
Remove an Ammo drop that is in play from the game to switch suits. Add that to the Decomissioned hardware one and it would give better availability of suit switching, and up the total number of switches possible from 3 to 6 in a game (though you probably would never get that many).
Alternately instead of losing that turn you could remove both cards from your hand, put them out of the game to switch suits.
I like the idea of a game long cost for switching, which is why I like removing them from play. He only has so many suits in storage, when you switch you use one up.