I can agree in principle with many of these ideas, though I have my suspicions about whether or not they would have any real impact on the cheating epidemic. In a competitive environment people will do anything to get themselves even a minuscule advantage over their opponents - an advantage that is legitimate or otherwise.
I've often said that weapon mechanics, such as recoil, that are designed to fight the user, whether they are based in reality or not, are just another tool the developer uses to separate "us" from "them," or to give "us" something to aspire to. As if after 50k matches I'm somehow not already as good as I'm ever going to get. Recoil, reticle bloom, slow spool up, whatever it is, it needs to go.
Aim assist however is a horse of a different color. Most players would tell you that aim is the single truly important skill in the game and if you just hand it out to everyone with maximum aim assist then there's no point in playing the game. I would argue otherwise. I would argue that it simply makes other aspects of the game into the competitive mechanisms that drive play. Like strategy, positioning, use of tacticals and ults. But that is absolutely not what the typical fps player wants to hear. They do not want to play a game where the kill goes to the guy who saw the other guy first. I would also argue that shield/health mechanics and longer ttks would help keep engagements from breaking down to nothing more than "who sees who first," but I can promise you that "competitive" players still don't want to hear this and wouldn't give the game more than a single match before leaving for some other sweat-filled dumpster.
I very clearly remember saying decades ago that if devs want fewer cheaters in their games then they need to make their games cheat proof. The advice fell on deaf ears then, and now, with cheating on a scale that is multiple orders of magnitude greater than it was then, it still would. Which is why I don't bother saying it anymore.
On the general subject of handicapping: that is exactly, so the dev would say, what skill-based matchmaking is. It's a handicap system. If it operated as it's supposed to then none of these other fixes would be needed. Sadly, it doesn't. Even with the matchmaking update that hit at the beginning of this season - a huge improvement over any season of this game ever - it still isn't enough. Smurfs and cheaters rule the game, and even if they didn't then the matchmaker would still struggle with low population, faulty skill assessment, and a dozen other problems I can't be bothered to remember at the moment.
But all in all I give you huge props for addressing this subject - a subject very few competitive players would even want openly discussed, and which I'm sure the developer, if they bothered to weigh in at all, would pretty much dismiss out of hand.
RockDokRock
"Either it's a cheater or a guy way above my pay grade in my lobby; it's hard to tell sometimes."
That is a perfect description of the single biggest problem with modern competitive multiplayer shooters: a skill ceiling so enormously high that a normal person can't distinguish between a really good player on the one hand and a cheater on the other. It's exactly the kind of game that streamers and pros demand. And that cheaters thrive on. And the rest of us are left standing around breathing their air. One day a developer somewhere will make better design decisions. I'm only sorry that neither of us will live long enough to experience it.