I like a lot of what I have seen on this discussion. It has changed how I would like to see it work.
Detonators can be dodged but not resisted. They are not a debuff but their own unique thing (yellow instead of red). indicating that they cannot be cleansed. Because they can't be cleansed and that it is a TD. I think a good balance is that they don't do massive damage but they do do AOE damage. I would propose about 3K damage to all enemies with an additional 1K to main target. Once the TD goes off it will apply a different effect depending on the time it takes to detonate (a number could appear in the yellow box to tell how many turns are left) . The different effects would be remove all buffs on target for a 1 turn detonate, burning on a 2 turn detonate, stun on a 3 turn detonate, and deathmark on a 4 turn detonate. If a 4 turn detonator is forced to go off on turn 2 the turn 2 status effect would be in place.
I think this is a simple an effective way to give the TD's more bite. I think it will also have the following effects
1. Characters with high speed will set of their TD's faster. While this will not stop people from placing high speed mods on people but it may give a small amount of balance for whatever its worth (probably not much).
2. This opens up a new set of possible buff/debuff type things. Because TD's are not debuffs (lets just call them objects) it creates a new mechanic that can be developed.
3. It makes BH and Jawas more viable in the game.
4. It will provide interesting strategy decisions. Do I take out the character giving me TD's or go over a high DPS character?