Frankly, I have thought this through, and I can justify why it can be considered balanced yet effective.
To start with, general Health-Kits (again, if they exist in-game) will be found scattered around the map and will probably dispense a small amount of health (e.g. 10 hp) in order to prevent Medic redundancy. However, they will be sufficient to keep an offensive player barely operational in the case that the Medic is either incapacitated or too distant (which can happen if the Medic is incompetent, you're a bad player or an Operative behind enemy lines).
With his 'poison' ability, the Operative will be able to pick up a Health-Kit and ponder the choice to either use the Kit on himself or spike it to damage an enemy for as many hit-points that the Kit can heal. It will hurt anyone that uses it, regardless of allegiance; however, a poisoned health-kit planted by a friendly Operative will be apparent as such to his team by a visual device (a skull with or without crossbones should do the trick).
The catch is, however, hostile poisoned Kits cannot be distinguished from neutral ones, and will be impervious to even the Operative's preternatural visual detection. Also, they cannot be neutralized by any means.
To justify all this conjecture with its merits, this feature could prove to be the last word in abolishing gun-and-run play as it is excellent 'wolf poison'. Moreover, it will result in increasing the invaluableness of any Team's medic to greater heights. It will also fit in with both the game objectives and lore surrounding the Operative as a pre-eminent saboteur and assassin. Furthermore, adrenaline thrills gained by perilously gambling on your health as an Operative or a team-mate, both in the (hopefully) unfortunate absence of a Medic, may pay the ability's official admission sufficiently well.
As for the ability's balancing features, poisoned Health-Kits will probably damage substantially yet moderately if used well (i.e. it won't kill them, but they'll feel the pinch), and the act of poisoning will deny the Operative, and by extension his entire team, from taking advantage of it either as it is in essence a 'scorched earth' tactic. Also, the number of times it can be used should be limited by either a cool-down time or even 'poison' ammunition if this new mechanic can warrant further complex development. An ideal usage number could be three, limited in the aforementioned manner, to guarantee balance yet make it a useful ability in efficient hands.
Alternately, one could consider the similar option of poisoning Medic Med-Kit pickups, as their Med-Kit ability is probably fuelled by specific ammunition. However, significant drawbacks to this include difficulty of regulation and disposal (as it is harder to keep track of and discard tainted ammunition), overtly damaging effects as a subverted Med-Kit could become a 100 hp OHK. Further concerns are that it will be monstrously unjust for any Medic in possession of tainted wares as his expertise is reduced to dangerous quackery. However, given that the Operative is, after all, a gifted saboteur, it would not be above him to try and break the win-win relationships present in good teamwork to create disunity...
On a final note, the inspirations for my theory were certain elements of gameplay in the games Team Fortress 2 and Bioshock; I'm sure you'll be able to guess the specific details.
