It still in no way fits the lore of the regiment though. Internally they still have to compete with the equally cheap Team Meatball and having Mov 6-2 makes them practically almost as fast as they can cross the table in three orders and then attack where the Rodoks can do it in two. The difference comes in survivability where all the members of Team Meatball either have two VITA or effectively two VITA and can utilise their speed while getting partial cover, which makes them insanely resilient.
You're missing the fact with superjump rodoks have effective MOV6-6 instead. This makes them much, much faster than the Kaitok. And with BS12 and Mimetism-3, they're better at winning FTF rolls too. This makes them MUCH better in the active turn, although a rodok duo with missile launcher is a surprisingly good turret too.
That's the issue, they're rules-wise better as mobile backlines and late-game objective grabbers. When their lore says that's they get into the face of the enemy asap and then becomes their problem. Their rules back in N3 reflected this with their general rules no long-range profiles, instead, they had many +1B Shotguns of various types as well as grenades. Once they got in your face, it was a nightmare to remove them again unless you could get a long-range jump on them or could use a fire-and-forget weapon like a Synch with a flamer weapon.