The only thing I see with the new gadgets added is a feature bloat and a lot of bad or redundant choices, this hold especially true within the Engineer and Recon classes. There is no reason, beside meme kills, to equip the EOD bot. Engineers have a repair tool already and in days gone you would chose between either. MInes are another of those obsolete choices, they are preventing you from equipping an active AT gadget like C5 or Rockets. The Javelin seems a decent addition, but only in comparison to the M5, that is one of the worst launchers the franchise has seen.
Within the recon class we have the SOFLAM and Tracer dart which do the same things differently and are bugged or intentionally made to be unrewarding to use. There is also no reason to use the T-UGS over the prox grenade, which is also worse now, since it is not a throwable anymore. The goto gadget for Recon can hence only be C5, because it offers the best personal gain and is very effective.
Both classes have a heavy gadget bloat with 6 gadgets each and certain gadgets will make you or others redundant or worse. For example, every engineer chooisng the EOD will make AT, which is designed around swarming the enemy, worse in general, because it diminishes ranged AT capability on the map. Every recon that also uses either tracers or SOFLAM actively is often redundant as one SOFLAM can keep multiple vehicles locked. At a certain stage they just lose effectiveness.
Medic also has very underwhelming gadgets but health is important so some of them will see use. Ammo crate and Medcrate have a needlessly long cooldown. Especially the Medcrate should not have a CD that is longer than 15s, considering how important it is to start engagements at 100 health. The Claymore is good, but we can argue about it's team value. The Smoke launcher suffers from the redundancy of smoke, but is otherwise fine. It might see some use on Falck. The rest should just use Medcrate.
Assault has only good gadgets, just the smoke launcher is obsolete in this kit, but it is the only choice with team value, so might as well keep it.
As for class gadgets, the repair tool is good, but sad that it took over a year to implement something that was standard in BFV. It remains a rather rare thing to use, though it has always been. The Defib is absolutely redundant, you could have just made revives done by Irish and Angel better. This would have freed up Falck's underwhelming passive. Defibs are only implemented fo the rare meme kills. The inherent gadget for the medic should have been either the medcrate, which would have been redundant for Falck, but who cares really Falck is fine. Or, if redundancy was to be avoided, the Smoke Launcher, as it will only see use on Medic. The spawn beacon is a good choice for inherent gadget, but the mechanics and changes attached to it make it more inconvenient to use. Gadgets should be easy to use always. Assault Medpen is nice, as it acts as a free pass and paired with IBAs generates good fighting value. Might consider giving out more, and buffing all auto-heal and medcrate alongside to have more people at 100 health in engagements.