Grenade cooking, stims and damage
Did some testing; either you can't cook grenades in this game, or I just haven't figured out how. Also, when you have a grenade equipped and ready to throw (not cooking; spoon still attached), you don't drop it on death. Why not?? I would LOVE to run into a frenzied zone and just drop some grenades.
For the stims - as they are, they're largely useless; they do the same thing everyone else does, just a little faster; heal. Perhaps consider allowing the stims to get someone out of their death while waiting on a medic - after all, it seems like everyone is carrying something that can pull someone back into the fight. Why can't Assault's stims do the same for themselves? Everyone has something unique, it seems, except for Assault. This would be an interesting item for assault to have (but it would need to be reconciled with the fact that support somehow doesn't have this item for themselves as well).
I was a grenadier and SAW gunner in the infantry when I was younger. There seems a lot to be desired in different aspects in this game. Grenade cooking is something we practiced often.
As for damage...I'm taken aback by how many bullets these characters can absorb, especially when you're aiming for the right zones. It makes sense if they're wearing IBA's and you're aiming center mass - fine, we can suspend some judgments for the sake of playability - but to aim for the feet, knees, hips and arms just to watch them run away like nothing happened...is strange to say the least.
As an aside, I'm curious as to why the Assault has a challenge to kill enemies within a certain distance of the player, but the gadgets they're given are for medium or longer distances? Stuff like this doesn't make sense to me. I think the key to good fantasy is to keep it grounded in reality.
It's overall a fun game - though I would like to see more aircraft in the maps (I had a lot of fun shooting them down as an engineer).