In an interview with Inquisitor's Roadhouse, BioWare Designers David Hunt and Patrick Malott talk about Crew Skill changes coming in update 1.3 of Star Wars: The Old Republic. The discussion gives us some of the most detailed information yet regarding changes to the Augment system, the costs associated with adding Augment Slots to armor, how different levels of armor work within the system, and the possible impact the changes will have on the economy.
Quote from Inquisitor"s Roadhouse
Q: What kind of pricing are we looking at?
A: There are two costs to add an augment slot: credits and an Augmentation Kit. The current cost progression starts at 4,500 credits and ends at 50,000 credits, while the kits come in the same MKs that match the types of slots you can add to an item.
Kits are acquired through three crew skills: Armstech, Armormech and Synthweaving. There is no difference in the kits they make, and they can find the recipes on the trainer. In order to create a kit, you need 10 Augmentation Slot Components of the appropriate MK. You receive one component whenever you Reverse Engineer a piece of crafted gear. Note that this is a non-random addition on top of the other returns you already get from RE, meaning that every 10 consumed items will reliably give you the components for one kit.