Electronic Distruptor
Well about the disruptor, its a tactical equipment which disables active abilities for a short time. The tank wouldn't be able to use his abilities, but his item weapons and passive abilities are still working. Using the silence ability as basis; it's no problem for separating weapons from active usage of abilities such as tank rocket, chain lighting, Hail of rockets, plasma rain, Energy Bomb ect... for example.
I find this item suggestion quite useful since it is a good way to delay/disable strong tank abilities. A light tank with much weapons is always a difficult strategy, even you got hull. Going heavy tank with 1 weapon often is the best strategy. This item is designed for being special item for stopping big expensive tanks heavy abilities as well as light tanks nimble and weak abilities. Thus less effective against a light tank with hull and some weapons, since you "only" disable his weak abilities. Big tanks does rely more on their tank abilities for getting kills than the weaker ones.
This item should be a effective strategy against strong tanks.
Engine Jammer
About the way of slowing enemies, only frost tank has the slowing aura ingame, and you also have demon tanks banish ability which also slows. Since stun is normal for all abilities, I though adding a slow item would be more fun.
Control Point Portal Generator
Well you are already quite flexible with the teleport item. Also this item does have a high cooldown and also does cost 4500, which is a expensive strategy and defensive. Maybe this item would be to imba? But teleporter item is cheaper and more flexible than this suggestion (but also limited range). But maybe you guys have a point on this.
Tech Pack
Just an idea to combine active usage item into a single pack. I think spellbook usage would be fun too, but it has share cooldown. Would be fun to teleport, repair and hide with 1 item

. But I don't know the mappers view on this. Thus an idea of separating cooldowns is also meantioned.
Power Generator
Just a suggestion more a possibility for increasing mp regen, since there is nothing in battle tanks which does increase mp regen in any ways. Maybe mappers have a certain policy on not increasing mp regen in anyways? I don't know.
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Post Fuse
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Stealth Field (
1500-2500)
Makes your presence on the minimap invisible for other players. Making you able to do a surprise attack. (I'm not sure this is doable with jass)
Artillery Command (
8000)
Calls 6 artillery strikes at designated area. Artillery shells have a 4 seconds delay until they hit the area with about 0.25 sec interval between each shell impact. (The artillery shells fall from the sky and hit the ground) Each shell do 800 dmg + 5% of each attack level. Cast range is 2000. (Perhaps artillery firing sounds when using the item)
Special Module Kit (
2000)
Tinkers favourite item :mrgreen:
Different than the tinkers tower modules. Can also be used on tinker towers. Normal Tanks can buy this module kit and use them on towers as well. Has a spellbook selection like the tinker modules.
Defense Module: Gives 40% dmg reduction from player weapons.
Missile Module: Gives the structure a rocket defense module with 0.5 cooldown missiles. Missiles has 1000 range and does 60 dmg each.
Orbital Module: Fires 6 orbital strikes within the range of the tower. The module must be actively used! 50s cooldown.
Speed Module: Increases the towers attack speed with 35%
Mana Module: Provides a minor mana heal to nearby tanks with 2 mp pr sec. Does stack with other mana modules.
Jet Engine (
1500-2000)
For Air Only
Does make aircraft extremely accelerates forward in their direction with a distance of 1600. During start, incoming projectile will miss, but not during flight. If a tank fires a tank shot at you, you use the item, then turbo speed, it will miss. (Works like turbo boost, but no damage)
Maybe this item can be combined with turbo speed just for air as a pack? (Turbo Speed Jet Engine, allows speed of 500?)