Overlapping vision modes is a subject that's been on my mind for a while, the question actually came to mind when I was a player in a game and my teammates were saying "Okay I'll keep watch by swapping between low-light vision and thermographic"
It got me thinking 'Can't you just leave both vision modes on?', essentially taking the lowest visibility modifier of all the vision modes active. Which is what I allow in my games since I believe it fully possible for certain combinations such as normal vision or low-light and ultrasound overlapping (mainly makes me think of Halo:ODST in the campaign mode as an example of that combination) but then normal and thermographic I have trouble visualizing how it would look.
And then there's tacnets, in which you throw all your sensory information into one shared pool, to which it makes me wonder, should I just allow sensory overlap if there's a tacnet to process all the information, resulting in the player to take the lowest visibility modifier for all attacks. Such as if someone drops a thermal smoke, but he has an ultrasound sensor tied into the network so he gets a lower modifier by ignoring thermographic and normal vision, or is that already compensated by the inherent bonus from the tacnet to begin with.