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Silent Assassin, if you weren't aware.
Honestly, until reading the comments, didn't even know pagers mods actually existed. Figured no one would see a point to making them.
Really? Only pagers I ever heard of was the vibrating, beepy text type. Basically a text only phone. That said, last pager I saw was in GTA3, so... Yeah. :p
I'm from Germany and what you described is known as a pager here. Maybe I misunderstood something but I'm shure the radio that is used by police and some security man Is called pager too.
SA, considered a cheat, could be set to be balanced, but the problem is that if the settings are abusable, they will be abused, same for CS and other mods like that (the mod, not crime spree), you can't expect people to play the mods on balanced settings
All of this being said, however, it's not like having a means of nopeing pagers would be an absolutely terrible idea. A lot of the bad reputation Silent Assassin gets is from people who turn off the pager limiter and view it as a cheating tool and little else, when in reality Silent Assassin is fairly balanced if you keep the pager limit set at 2 - you get to eliminate guards and hold greater control of maps that would otherwise be hell to stealth (cough cough alesso cough cough) freely, but keeping this in check is the fact that you have next to no margin for error if you make even a minor mistake and you also can't just ECM rush everything to get around that. It's just that completely disabling pagers in general basically ruins all the challenge of stealth and anything that involves disabling of pagers needs to have an additional mechanic to balance it out.
A good example I can think up off the top of my head is that, in the game code, there's some leftover stuff indicating that, at one point, there were plans to add a skill/perk deck that would make guards not drop pagers when killed with melee (i.e. the heister "stole" the pager before mister pager man could hear anything happen). This, in itself, would be fair enough - you can get greater reward out of eliminating guards now that you have a means to safely do so and you have some margin of error available in case you screw up, but you also have far greater risk involved simply because, well, you have to get within melee range of said guard without getting detected and cuffed first.
tl;dr Absolutely not a good idea unless you can think of some sort of trade-off for it to come with. Higher reward needs to have higher risk attached to it as often as possible.