It's a sci-fi game so equipment will be mainly implants, guns,shield generators, high tech armor, etc. All items will have categories within their type and for the most part you'd only be able to equip one per category, so you'd have to manage your offensive and defensive items efficiently.
Ah, this clarifies things for me somewhat--thank you.
Hmm... So I'm guessing that the player will get a choice as to how big each pool grows--one player might invest more in the attack than the defence pool, allowing them to equip a greater number of or more powerful defensive gear, for example--is that correct? That could be somewhat interesting, I think.
(Which prompts a thought: it might be more intuitive if equipping attack items drained the attack pool and defence items the defence pool; since the pools only affect what one may equip, there doesn't see.)
Otherwise... The only thing that really comes to mind offhand is that it seems a little limited compared to systems that allow the player to advance various skill-types that affect which items they may use, or how effectively they use them. If such a system is also in place, then I'm not sure that this one isn't a little superfluous. Of course, if simplicity is what you're aiming for, then this could well be a good idea.
Perhaps it's time to prototype it, however--let people try it out and try it out yourself--and see how it works in practice.