I mean, that’s ultimately up to you. I like having Acquire Asset as a Downtime Action as it exists on an interesting “spectrum” of “ways to get your hands on things.”
Your Load, which- with the aid of Tier to designate Quality and potentially Fortune Rolls if we need to know more (i.e. are the Blueprints owned by the Spider sufficient enough to actually cover high profile places like Bellweather Crematorium?)- is good for “the easy stuff you always can get.”
Flashbacks that exist on a Spectrum of
- Logical to have and Easy to Get: 0 Stress, no Rolls required… basically “Load… and then some”
- Logical to have, but uncertain to get: 0 Stress and Fortune Roll
- Logical to have, but hard to get: 0 Stress and an Action Roll
- Illogical to have, but easy to get: 1-2ish Stress, no roll
- Illogical to have and uncertain to get: 1-2ish stress, Fortune Roll
- Illogical to have and hard to get: 1-2 stress, Action Roll
Very Illogical follows same ideas, but at the >2 Stress level
Then there’s Acquire Asset which sticks right into the realm of uncertainty (hence, it’s a Fortune Roll using Crew Tier as the Dice Pool- modified by Downtime Action bonus Dice like Friend/ Contact, District Modifier, etc.)- but follows a different “Logic” in that it isn’t a matter of Stress, but a matter of Resources (Coin or Rep) that is used as best “method” for describing “getting stuff” that is Uncertain, but through more “normal” channels.
Removing it wouldn’t really “break” anything, but I think it serves as a good mechanical framework to just “hitting the shops” using you money or reputation to get what you want and how you want it.
I think Acquire Asset’s biggest weakness is the dice pool being based off Crew Tier. Technically, that’s fine… once your Tier I. That’s why for any hacks of Blades which includes Crew Tier, I would start the default at Tier I so you always get that 1d to start with. In addition, I’d probably make District bonuses more explicit as well so that extra +1d becomes more apparent.
Anyway, that’s just my 2 Cents… YMMV!