Quick Change Plasmids/Tonics

* See also ADAM_Technology
* See also BioShock_Game_Elements
* See also Plasmids
The game mechanism which facilitated using a variety of different Plasmids/Tonics (Quick Switch).
Why don't more Splicers have these ?
: Was an additional genetic installation ??
: Many don't have multiple Plasmids.
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Prest-O-Change-O : 
The name of a Plasmid 'Slot' ADAM Product which facilitated 'quick changing' of incompatible Plasmids.  We (Jack/Delta/Sigma) seemed to have gotten some of this product in the BioShock Games without knowing it.
This product apparently was available after the 'civil war' started ( still, many Splicers didn't have multiple Plasmids - probably it got harder to come by ).   Ryan didn't want more crazies, so he would have pushed for stabilization additives for the ADAM products his forces used ( which might explain why so many Splicers were still alive many years later ).
Originally you could apply Plasmids to different hands (Left vs Right), or other 'local' sections of the body, so as to not have them 'conflict'.
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Slots With No 'Jack'pot :
Tonic/Plasmid 'slots' ( you purchase with ADAM as a separate item ) - The game mechanism emulated a genetic Stabilization mechanism added by Ryan's further ADAM development ( productized post-Fontaine-Takeover, with research in progress long before by Ryan's order at his Labs -- Fontaine didn't care as it would eat into the profits ).  Ryan did not want his 'army' to become Insane or to have further Degeneration of Rapture's Population by the addictive/unstoppable ADAM use ( Ryan's plans to rebuild after the %27civil_war%27 ).  It is likely it could be retrofitted on existing Splicers to lessen their degeneration ( and need for 'ever more' ADAM ). 
The 'Slots' were a way of compartmentalizing the genetic changes made by multiple Tonics and Plasmids so they would not disrupt each other (genetic turbulence), or degrade as fast ( practical because it then required less ADAM to be used ).  Product deployment incorporated these 'slot' items into the Gatherers Garden machines before BS1, and since the improvement was obvious they were adopted readily by the Splicers.
After Ryan's 'Death', the next phase of a 'Cure' was delayed by a long disruption by the Faction Wars when his priority/focus was simply trying to keep Rapture alive. 
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Why BioShock's Splicers Cannot Have More Than A Few Plasmids Workable At Once :
(( Logic to create the games Canon limitations ))
* Multiple Plasmids/Tonics becoming too bulky/complicated with within the users Physiology 
* The specialized mass of Plasmid Tissue can involve conflict with each other (interference/incompatibility)
* There are Control issues for too many multiple 'systems'.
* With the actual reality of ADAM products being partially 'user delusion', it could cause too much Mental Disruption.
* Too powerful Splicers hamper the game for the Player. Possible AI difficulties using many Plasmids.
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