It seems that kits with a non-zero EQUIPBUY still cost when in "Cashless" purchase mode.
Using my own kits and equipment (files attached), I added a kit called Necklace of Fireballs VII, which has an EQUIPBUY:100. When I had no funds available but was in Cashless mode, the kit gave a pop-up error message "Could not puchase Necklace of Fireballs VII. Not enough funds / Do you wish to apply the kit?" When the kit was applied, the non-free parts of the kit were not applied.
When I added in funds (but was still in Cashless mode), then it worked but
subtracted the cost from the available funds.
The kit (there is one for each in the Necklace of Fireballs series, I to VII) looks like this, with the first kit, costing 100% giving the Necklace and called the second kit, which is free and contains the Fireballs that go with the strand.
#"1-10d6 2-9d6 2-7d6 2-5d6 2-3d6 Fireballs - Value:8,700 gp"
STARTPACK:Necklace of Fireballs VII TYPE:Treasure VISIBLE:YES APPLY:INSTANT EQUIPBUY:100
GEAR:Necklace of Fireballs VII 2
KIT:Necklace of Fireballs Spheres VII
STARTPACK:Necklace of Fireballs Spheres VII TYPE:Treasure VISIBLE:YES APPLY:INSTANT EQUIPBUY:0
GEAR:Necklace of Fireballs Sphere 10d6 QTY:1
GEAR:Necklace of Fireballs Sphere 9d6 QTY:2
GEAR:Necklace of Fireballs Sphere 7d6 QTY:2
GEAR:Necklace of Fireballs Sphere 5d6 QTY:2
GEAR:Necklace of Fireballs Sphere 3d6 QTY:2
This is working as coded, where the EQUIPBUY entry overrides the rate selected by the user. That function is not documented though, so I've started up a discussion on the exp list. See http://tech.groups.yahoo.com/group/pcgen_experimental/message/16224
This should be resolved by having EQUIPBUY:100 treated as if no EQUIPBUY entry was specified. See pcgen.core.Kit.getBuyRate(PlayerCharacter) for where this is processed.