Removes E-bow Instant Stun. Slight tox buff.

The E-bow with the stun is currently the most powerful weapon in the game. Stuns on hit, causes immediate damage, unlimited ammo with recharge, and the stun is not affected by armor. You can viably stunlock someone to death just by occasionally shooting them without running out of ammo. Horrible design and it warrants an immediate removal until I finish my E-bow changes later.
Adds 2 new groups to cargo console; tweaks

It may look like Supply, Operations, Hospitality and Miscellaneous might
not be filled enough with choices, but I'll see about making a huge
cargo update on dev.
Hurp
Derp
Nurp
Churp
Fixes #4721

Also added the multitool to bomb supply storage.
Fixes a critical exploit.

While browsing through my server's code looking for possible exploits to fix, i noticed the following :

The autolathe can be used to duplicate any and all objs.

The faulty code accepts any refID from the usr without a safetycheck to see if the requested obj is in the autolathe_recipes list.

This works "only" on objs because it will trigger a runtime error if the object has no material vars.

The default buildcost values for obj are zero, so it always goes through the materials-check, but it would not be sufficient to plug this exploit at this point.

The trivial fix is to have a check to see if the given refID is in the autolathe_recipes list, although a datum-based construction method would probably be more robust.

As basically identical autolathe code appears to be used in Baycode , /tg/, /vg/, Para, and all other builds i could look at, i assumed this exploit has been undetected since Goon.

And indeed, the faulty code is present in Gooncode rev4407 and has been ever since.
Enabled action icon for magboots
Removed the now-redundant verb

Less clutter for the object panel.
Prevent vox boots from enabling in player's hand

Vox players can't "dig their claws into the flooring" when holding the
boots in their hand. When enabled, the boots can't be taken off until
disabled.
Clean up check for item being equipped

Moved some common code to item.dm. Someone should probably take a look
at get_equipped_items() in inventory.dm sometime in the future.