I agree with the previous speaker that the current classes in the new title should return to the model (rigid balance) of the previous installments in the series, Battlefield 3 and 4. Their structure, equipment, and combat significance fit the tactical operations on the battlefield, where each player played a specific role – each with a rigidly assigned equipment they could use.
Here, the Assault Class is merely a useless pawn who doesn't really stand out from the others (a basic character) – a tactically weak character.
The Scout is a typical lazy player, played by players focused solely on scoring easy stats, not participating in any other activities.
The Engineer is only useful against vehicles; if they're not present, the character doesn't exist.
And finally, support is a class that's too powerful compared to the others, with abilities and capabilities that outclass all others – why would I play other classes when this one has an infinite supply of ammo and health, with access to every possible weapon?
In Battlefield 6, classes don't have a defined, ubiquitous character designed to play a specific role in combat. Therefore, cooperation in cooperative play, the social element of achieving objectives and conducting area-of-effect operations, is practically nonexistent.
Play Battlefield 4 once and you'll see/feel that the gameplay there is completely different from here.