Weapon balancing and recoil
I don't think I'm the only one who misses the recoil balancing from the beta, particularly with how the maps are in this game. Comparing it to BF3, BF4, or really any prior BF game shows just how limited the weapons are. It kind of feels like the weapons were balanced around the small maps rather than maps being designed around the weapon sandbox. This is particularly noticeable when comparing between small maps from BF4, like Operation Locker. Locker had hundreds of meters for snipers to cover on the mountain path while also supporting AR engagements anywhere from 100-200+ meters away if you know what you're doing. BF6, on the other hand, frequently has encounters where ARs fall short in engagement distances of 40-50 meters. That's not even taking into consideration how sniper kills at 70+ meters are now considered "long shots," compared to the hundreds or sometimes thousands of meters in older BF games.
I see this becoming an issue if the devs are working on larger maps since it would completely break the balance of the game. If they ported operation locker directly into BF6 in it's current state, I think it would be unplayable with anything short of a DMR or sniper because of the recoil and bloom. In my opinion, we should go back to the previous recoil implementations from the beta especially if large maps are coming soon. I understand that would basically make snipers and DMRs useless on the current batch of maps, but these maps really are the smallest I think we've seen in a battlefield game, especially compared to what previously passed for a small map (i.e. Operation Metro, Locker, etc.). Again, there is no reason that 70 meters should qualify as a long shot with a sniper rifle, and there's no reason that 200 meters should be an impossible engagement distance with an AR since it was completely manageable in BF4. I'm not saying the guns should be laser beams, but tap firing at 200 meters was absolutely doable in BF4, there's no reason it shouldn't be possible in this game.